Two critiques.

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

Re: Two critiques.

Postby spectacle » Thu Jun 23, 2011 12:29 pm

jorb wrote:It causes a worse problem, namely that anything can be put into the study inventory. How is one supposed to know what is and what isn't an actual curiosity?

Perhaps by shading non-curiosities a different color when they are placed in the mentory?
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Re: Two critiques.

Postby sabinati » Thu Jun 23, 2011 8:00 pm

brohammed wrote:I'm sure people would prefer an actually developed teaching mechanic, but this is just a suggestion for a "quick fix".


the quick fix, which is already in, is to buy it from a barter stand. wait for proper implementation because the "quick fix" isn't really going to be that quick to program (and then have to remove when something proper is implemented).
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Re: Two critiques.

Postby LordJorge » Sun Jun 26, 2011 7:18 am

I like the idea of studying the items to know what to do with em
but i like the discovery sistem

what about keeping the discovery system but if you happen to get an item (by other means ;) ) you haven't discovered yet
you can study it and gain the knowledge of that item, if you already know that item, the study interface rejects it like normal.
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Re: Two critiques.

Postby izodex » Sun Jun 26, 2011 9:12 am

I'm still new here but...

jorb wrote:It causes a worse problem, namely that anything can be put into the study inventory. How is one supposed to know what is and what isn't an actual curiosity?


~Modified Suggestion~

-No, you should not have to study everything to discover it; leave the existing discovery system in place, but in the instance of obtaining an item without discovering it (trading/stealing etc.) this new 'study to discover' system helps in this case

-(to answer Jorb's question)I like the shading Idea of items that are not curiosities; but rather than the item, the inventory square behind it becomes a greenish (or other) color (this way the sprite of the item is unchanged, and you can differentiate between items being studied and items being discovered)

-The study interface still works; you do have to study something to know how to use it (makes IRL sense), it also limits the things you can study/discover creating a need to decide whether to keep your study inventory full of curios or to have that new item being discovered

-The 'to be discovered' items COULD have an option when right-clicked 'study (or discover to be more obvious/user friendly)' that would move it to the study inventory (the system already keep track of if you've discovered an item or not so it would know if the option should be available or not)
-There COULD be only one item being 'discovered' at a time (to limit people going crazy studying everything in a village and to keep retain at least some of the teaching mechanic)
-Also to retain the teaching mechanic the 'to be discovered' items COULD take a ridiculously long time to finish being discovered
-No dicovery LP from items discovered in this way (again to preserve some learning mechanic)

-To address the 'this item is both curio AND something I need to discover' problem; the curio to be discovered could be moved as normal to the study inv then right-clicked (like mentioned above) where a 'discover' option would come up (but only while it is in the study inv)

---the long post continues

Problems with discovering in this way::
-thieving becomes overly profitable (mitigated a little by obscene study times/single discoverable studied at one time)

---Questions

-would it take attention?
-should it take all of the attention/must not study curios at the same time?
-what would the effects of a system like this be on brand new players? older players? effects over a long time?

----

I recently obtained some tin bars (nefariously) and can do nothing with them, I want these suggestions to be my voice on how I should be able to figure out what a bit of metal can do without having to a) personally scratch the thing from the living rock/smelt etc. b) barter stand trade with my alt back and forth (which if/since this is possible why not have the ability to discover the thing with out making an alt)

~sorry for the long post I tend to ramble on forums/get ideas that grow as I think more about them~
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Re: Two critiques.

Postby ninja_yodeler » Mon Jun 27, 2011 12:03 am

LordJorge wrote:I like the idea of studying the items to know what to do with em
but i like the discovery sistem

what about keeping the discovery system but if you happen to get an item (by other means ;) ) you haven't discovered yet
you can study it and gain the knowledge of that item, if you already know that item, the study interface rejects it like normal.


i think this might be the best way. i got free metal in a trade once but had to give it away to a friend because i had no way of discovering it.

so that shouldnt be the way. if we get an item we did not discover then we should be able to study it for 0lp it is destroyed and we get the recipe's for it :shock:

it has flaws but really. what doesnt ;)
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