New Resource System

Thoughts on the further development of Haven & Hearth? Feel free to opine!

New Resource System

Postby Rhiannon » Wed Mar 16, 2011 7:51 pm

Idea to make resource use and development more about hard work as opposed to "luck", Alt spamming, or carpal tunnel syndrome.

Ore: Ore really doesn't need any work if the current system is as I understand it regarding lower levels for higher ore...all top level ore = 10 so no problem.

Soil : All soil is quality 10. To increase soil quality one must make fertilizer. The "Compost box" would be made of appropriate ingredients, wood, rope perhaps. Quality of box would be determined by supplies used to make it. It works like the wardrobe or cubbard perhaps. You have a spot for Water, Soil and Foodstuffs (Bread for instance). Timer ticks down and said ingredients turn into said slots of fertilizer. Quality would be determined (example) by the Q of soil, water, food and Box = average. You would then "plant" the fertilizer on the tile which would equal tile's new q of average of old tile + fertilizer. Rinse and repeat.

Water : All water is 10. To increase water Q you would need to construct "Water Filter". Water filter would work like a wine press and be made of at least blocks, planks and Linen ect. Q of filter is determined by ingredients of course. To use you would input buckets of water to fill up water bar. Then "press" to fill up filtered water bar and remove with bucket and place into barrel. Q of new water is determined by water Q and filter Q. Rinse repeat (Also if this is too easy you can - .1 liter which means for every 10l of water you input you'll only get 9 l out..or leave it equal)

Clay : All types of clay revert to q 10 and renamed "raw" ball clay for instance. To increase quality of clay you must make refined or usable clay from raw clay by building "Clay Molder" for example. You insert raw clay + straw + water to make usable clay for building or making bricks. Q of course is determined by ingredients. I realize this is actually the rl recipe for bricks but so be it, as it does at least make the resource now dependent on work.

Stone : Humm, toughest one...perhaps a furnace of some kind, use to temper the stone. Regular stone can be placed in furnace with other ingredients, perhaps sand or glass or even metal to strengthen it or temper it for higher quality...q of course would be dependent on all factors we know goes into Q. This is of course slightly accomplished already when smelting. so it could be left at that as only way to increase stone quality or a new comparable system such as the "stone furnace" be introduced for intentional increasing of stone quality.

Tweak as required but I do think such a system would really add alot of hands-on work and more variety . It likewise reduces , if not, eliminates the need for alt spamming and wrist crunching searches, bullying and super hoarding of spots. Some could say it would impact slightly the use of cartography however, I don't think so as the reason for cartography is because if I didn't know where Constantinople was I' d never be able to find it....NOT to mark a resource spot.
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Re: New Resource System

Postby Sordo » Wed Mar 16, 2011 7:56 pm

So basically you want to make it so you don't have to hunt for your resources? What's the fun in that? Now any person with a couple items can produce q100 resources therefore making trading them worth less than a branch.

What would be the point of producing high q stone, as far as I know there's no point to having high q stones as slings are the only things that use them on a daily basis and the stone q doesn't even effect damage/aim speed.
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Re: New Resource System

Postby Kaios » Wed Mar 16, 2011 7:57 pm

You complain about all this waiting time and "grinding" and then you want to add more. Oooookaaaaay
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Re: New Resource System

Postby Rhiannon » Wed Mar 16, 2011 8:11 pm

I take it you have not understood Jackard's rules? This isn't the "garbage" drama threads and personal attacks should be restricted to those thanks.

To address your concerns, (if there really was any regarding the ideas) I don't think it is any different than changing an entire system to get at a small group of super botters or grinders. Which even the "high ups" have admitted most people didn't do. I do realize the "bully" mechanics and bullies themselves would not appreciate a system in that made it not possible for 10 people to hoarde the best of everything based NOT on continual work but "alt spamming search repeat" and bully or stealing. I realize this system would be alot more "work" and not as "fast" as bullying some noob off the q75 clay he spawned by or the q80 soil you found on your 26th "alt searcher". But after all, the "Slow" and "more work" is what is of course being tauted as the best quality of the new lp system. Thanks again though for you input (i guess or was it just an attack?). Hope I addressed some of your concerns on the idea.
Last edited by Rhiannon on Wed Mar 16, 2011 8:16 pm, edited 1 time in total.
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Re: New Resource System

Postby Rhiannon » Wed Mar 16, 2011 8:15 pm

Sordo wrote:So basically you want to make it so you don't have to hunt for your resources? What's the fun in that? Now any person with a couple items can produce q100 resources therefore making trading them worth less than a branch.

What would be the point of producing high q stone, as far as I know there's no point to having high q stones as slings are the only things that use them on a daily basis and the stone q doesn't even effect damage/aim speed.



A couple of items and you can produce q100 resources?...you are kidding right. You have any idea how long and how much work would have to go into actually producing resurces of q 100..LOL You'd have to have q100+ ingredients and q100+ materials. Just for q100 soil your'd need a q100 Compost box made of q100+ blocks, rope and wood AND input q100 soil, food and water. You really are kidding.

As for HQ stone, it makes HQ axes for one. Which effects (least it use to) your wood blocks.
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Re: New Resource System

Postby Jackard » Wed Mar 16, 2011 8:18 pm

op would probably require seasons/climates and other stuff like crop rotation to have any interesting depth whatsoever
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Re: New Resource System

Postby barracuda546 » Wed Mar 16, 2011 8:21 pm

I agree with op in a way, it would take away all value of high Q clay etc. But the whole luck of finding nodes is a bit stupid to say the least.
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Re: New Resource System

Postby JKGraziano » Wed Mar 16, 2011 8:21 pm

I like this idea a lot. There would have to be some sort of cap on the "created" qualities, and I don't think you would need to reset all qualities back to 10. A balance of both systems would work... let the lucky/spammers find their high q resources, but also make it so that people can work hard to create a higher quality resource. Maybe limit the creation of these resource quality enhancers to one per village/claim? I wouldn't want to restrict it to just villages, but wouldn't want people to create an alt to just make a claim for making another enhancer... would have to be a lot of resources to build these enhancers...

All in all, I like the idea and it could work with some balancing and tweaking.
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Re: New Resource System

Postby Sordo » Wed Mar 16, 2011 8:24 pm

Rhiannon wrote:
Sordo wrote:So basically you want to make it so you don't have to hunt for your resources? What's the fun in that? Now any person with a couple items can produce q100 resources therefore making trading them worth less than a branch.

What would be the point of producing high q stone, as far as I know there's no point to having high q stones as slings are the only things that use them on a daily basis and the stone q doesn't even effect damage/aim speed.



A couple of items and you can produce q100 resources?...you are kidding right. You have any idea how long and how much work would have to go into actually producing resurces of q 100..LOL You'd have to have q100+ ingredients and q100+ materials. Just for q100 soil your'd need a q100 Compost box made of q100+ blocks, rope and wood AND input q100 soil, food and water. You really are kidding.

As for HQ stone, it makes HQ axes for one. Which effects (least it use to) your wood blocks.

I was using q100 as an example. Doing something like this would effectively ruin the economy as cities with high amounts of players who can collect good q bones and then tools can dominate the players with only 1 or 2 people who barely get by. When a completely new person can spawn and find good q resources, he could then trade it around and keep a decent living. This would also make it impossible to farm good crops unless you have tons of time and resources to make some lame box that raises your soil q while you sit twiddling your thumbs as you put good q items in.

You're practically discouraging living by yourself even more and just grouping up with large cities just to get a q25 piece of clay.
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Re: New Resource System

Postby Avu » Wed Mar 16, 2011 8:27 pm

The basic idea is sound. I too feel random luck plays waaay too much of a factor and the need to spam alts for resource finding is annoying. Raising resources should be possible but I would certainly not start everything at 10. I would make it so that over a long period of time with decent amount of work your resource handicap could be overcome.

Btw Rhianon I don't think you understand how connected all those items really are. With your system you'd only have as driving forces bear hides and the glacial -5+2 crop increase over natural soil q and even then things will probably stagnate very fast due to a lot more variables being uniform 10 to begin with.
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