quality rush

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quality rush

Postby BruThoL » Sun May 22, 2011 2:49 pm

Hi,

I want to talk about general "quality" of items in H&H.

Let's take a simple item : charcoal.
Charcoal is a fuel and from its quality depends quality of other items fueled with charcoal.
So to get better things, we need to raise charcoal quality.

How ?

1 - getting good wood.
As the boards quality depends on the saw quality (this is not true for block of woods and axe), a good way to get good charcoal is to get good boards.
To get good boards, we need a lot in carpentry skill, and a good saw (so a good branch + good bone material + good survival skills)
The best way is to create 2 characters in order to get a lot in carpentry and survival skills (cause since world 5 curiosities base the lp on time and not on acts).
So we go on, creating 2 characters, (and maybe 2 accounts to be able to play them in the same time), and feed them in curiosities, rising survival on one, and carpentry on the other.
A good way to get a good bone material is to use bear tooth.
Once a bear got killed by a third character 'hunter' oriented, the survivor can get a bear tooth, some branch, and craft the saw for the carpenter so he can make some 'good' boards.
Once boards are crreated and of a not too bad quality, you can use them to fuel, and be the ingredient for charcoal.

2 - optimising
Charcoal will be of quality (board for fuel + board ingredient * 2 + kiln) / 4
So let say boards q20 and kiln q50
Charcoal will be q (20*3 + 50) / 4 = 27.5
So rounded down to 27.
But charcoal is fuel, and fuel quality affect the quality of charcoal made :D
So let's try again the process with this charcoal as fuel :
New charcoal quality : (27 + 20*2 + 50) / 4 = 29.25

Now he has good charcoal, so what?
More charcoal!!
With good charcoal, you can get a better treeplanter's pot, so you can get better trees, and better board out of them, (don't forget to craft a new saw with the better branches) and finally better charcoal :)
"Finally" ?! NO.
With this better charcoal, you will be able to craft better charcoal using this new charcoal as fuel, and again, and again, and then craft a new better treeplanter's pot again, and again, and again... :(

So a single player, not playing with friends will make 3 characters and have a very painful long time raising the quality of what he's doing...

And finally, 47 saws, 25 bears and 32 trees later, you can find some better clay/water spot.
So new Kiln, new treeplanter's pots, new trees, ......

THIS IS NOT FUNNY. :(
Last edited by BruThoL on Sun May 22, 2011 3:02 pm, edited 1 time in total.
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Re: quality rush

Postby novaalpha » Sun May 22, 2011 2:56 pm

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Re: quality rush

Postby OvShit » Sun May 22, 2011 2:57 pm

Well, it`s one of the ways of keeping player entertained. Y` know, they`re doing it for 5 worlds. But, to be honest, yeah - the rush for quality should not be the main goal, and that will be fixed with more gameplay options avaiable. If you have any idea on how to fix this problem without involving more game stuff - write it there, otherwise it`s just whine.
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Re: quality rush

Postby BruThoL » Sun May 22, 2011 3:30 pm

[quote="OvShit"][/quote]

Why not a system like elder's scroll's? so when you would cook a lot, you would get better at cooking?
And keeping curiosities for unlocking skill tree's skills.

This system of curiosities force single players making a lot of characters.
And why rely on others since you have your own smith/carpenter/whatever ?
The economical part of the game is dying.

I think we should get back to the time we were evolving a single character, and up skill points with practice, not lp.
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Re: quality rush

Postby SpiderJerusalem » Sun May 22, 2011 3:39 pm

BruThoL wrote:
OvShit wrote:


Why not a system like elder's scroll's? so when you would cook a lot, you would get better at cooking?
And keeping curiosities for unlocking skill tree's skills.

This system of curiosities force single players making a lot of characters.
And why rely on others since you have your own smith/carpenter/whatever ?
The economical part of the game is dying.

I think we should get back to the time we were evolving a single character, and up skill points with practice, not lp.


was suggested a lot, nobody likes it.
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Re: quality rush

Postby OvShit » Sun May 22, 2011 4:36 pm

SpiderJerusalem wrote:
BruThoL wrote:
OvShit wrote:


Why not a system like elder's scroll's? so when you would cook a lot, you would get better at cooking?
And keeping curiosities for unlocking skill tree's skills.

This system of curiosities force single players making a lot of characters.
And why rely on others since you have your own smith/carpenter/whatever ?
The economical part of the game is dying.

I think we should get back to the time we were evolving a single character, and up skill points with practice, not lp.


was suggested a lot, nobody likes it.

Yeah, devs don`t like it, and it`s not really solving the mentioned problem.
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Re: quality rush

Postby BruThoL » Sun May 22, 2011 4:41 pm

OvShit wrote:Yeah, devs don`t like it, and it`s not really solving the mentioned problem.


Partially.
If someone specialize in carpentry, some villages around will ask for his skills, and will not have to create a character for this. (though creating a character and building him up would be painless)
So it would be done once by someone and his skills would be bartered.
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Re: quality rush

Postby OvShit » Sun May 22, 2011 4:54 pm

BruThoL wrote:
OvShit wrote:Yeah, devs don`t like it, and it`s not really solving the mentioned problem.


Partially.
If someone specialize in carpentry, some villages around will ask for his skills, and will not have to create a character for this. (though creating a character and building him up would be painless)
So it would be done once by someone and his skills would be bartered.

The ~real~ problem is not to raise skills(it`s way easier with current system, tbh), but to get the mats for things. And there is the anchor which keeps us from getting up too fast.
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Re: quality rush

Postby DatOneGuy » Sun May 22, 2011 5:04 pm

How is quality rush a bad thing? I like it a lot. If you want it to be more meaningful to raise those stats perhaps something like:

Require certain levels in it to make certain things and add a better 'discovery' aspect with 'studying' and 'planning' for most things like this.

1. Go find tree, do some long 'study' on a tree, catalog it in book you're carrying
2. Put book in your academic house of sorts as study material, perhaps more people that study the tree you find some inconsistencies in the data giving you better readings if many people did, allowing you to eventually sit down and get a better book out of it, or some sort of collecting of books of sorts
3. Now you want to learn how to make something new, you set your guy (perhaps with the ability to set him on a course of sorts) to go 'figure himself out', in which case working sort of like DF (In that they make something useful or useless, you should have some requirements pop up for what you may need to 'test', or you can go through the process.
4.After this long process (time depends wildly ;perhaps in an order as welll), if your character finds one of the predefined sets that make something AND has enough skill/stats in that area to find something, he finds it. He can pass down his knowledge in books.
Make a requirement of 'learning' something lower than 'studying' and now you have a decent `Master` system, the Master Carpentry may have to have only Carpentry, but many people can have alts learning from him to not take up his time.
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Re: quality rush

Postby sabinati » Sun May 22, 2011 6:55 pm

you know, once your board q passes your kiln q you only make charcoal once, because you fuel it with a board

ps you don't need three characters to do this, eat some int food and get all the skills on one
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