Quest hard nerf it
gring high q spot hard nerf it
grind high q spot after nerf much harder for us, ok we realise that it should not be hard because our enemy do it better anyway, it should be easier! high q animals shold be everywere.
eating retarded amount of food is fine we are do it good.
Combat is bad a lot of people didnt like it but we are good at it so nerf sword of storm
funny
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Kiklington
- Posts: 29
- Joined: Mon May 10, 2021 1:10 pm
Re: Animal nodes moving was bad
It would be 50x easier for you to just write a post that directly states your thoughts without cloaking it behind 10 layers of cowardly sarcastic slop, and you'd have the additional benefit of it being possible for anyone else to understand what you're even sayingVert wrote:Quest hard nerf it
gring high q spot hard nerf it
grind high q spot after nerf much harder for us, ok we realise that it should not be hard because our enemy do it better anyway, it should be easier! high q animals shold be everywere.
eating retarded amount of food is fine we are do it good.
Combat is bad a lot of people didnt like it but we are good at it so nerf sword of storm
funny
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Nightdawg
- Posts: 2636
- Joined: Fri Feb 28, 2020 12:31 am
Re: Animal nodes moving was bad
Quality nodes are still shit.
Remove them, make it random.
Remove them, make it random.
"Our primary development direction is toward object-controlled-objects"jorb wrote: I do not want to over-promise or hype up stuff that could be months out.
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vatas
- Posts: 5254
- Joined: Fri Apr 05, 2013 8:34 am
- Location: Suomi Finland Perkele
Re: Animal nodes moving was bad
Personally, I'm increasingly leaning towards:
1. Give animals a reasonable quality range (bears are maybe q100-300, for an example.)
2. Every time you kill one, regardless of the location, a quality is rolled randomly.
This would obviously lead to people mass slaughtering animals and leaving them to rot, but:
1. People already do that for combat moves)?)
2. Sprucecaps scavenging animal carcasses is something I consider a feature.
1. Give animals a reasonable quality range (bears are maybe q100-300, for an example.)
2. Every time you kill one, regardless of the location, a quality is rolled randomly.
This would obviously lead to people mass slaughtering animals and leaving them to rot, but:
1. People already do that for combat moves)?)
2. Sprucecaps scavenging animal carcasses is something I consider a feature.
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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Zaeri
- Posts: 38
- Joined: Tue Feb 08, 2011 12:18 am
Re: Animal nodes moving was bad
No matter what the system ends up being, I'd say that the quality distribution should be closer to the one on left than to the one on right. If that means people would get too much of the good stuff too fast, then maybe the problem isn't with the distribution, but the quality ranges itself.
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boshaw
- Posts: 1612
- Joined: Tue Jun 01, 2010 10:22 pm
Re: Animal nodes moving was bad
Or just go back to legacy animal q
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caz
- Posts: 542
- Joined: Fri Jul 16, 2010 7:27 pm
Re: Animal nodes moving was bad
Agreedvatas wrote:Personally, I'm increasingly leaning towards:
1. Give animals a reasonable quality range (bears are maybe q100-300, for an example.)
2. Every time you kill one, regardless of the location, a quality is rolled randomly.
This would obviously lead to people mass slaughtering animals and leaving them to rot, but:
1. People already do that for combat moves)?)
2. Sprucecaps scavenging animal carcasses is something I consider a feature.

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jock
- Posts: 733
- Joined: Thu Mar 08, 2012 7:27 am
Re: Animal nodes moving was bad
Half the ql of the best tool should be added to all animals so that we get increase over time and the average player is higher, this won't push the top as much as it would the bottom.
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SnuggleSnail
- Posts: 3616
- Joined: Sat Oct 12, 2013 4:04 pm
Re: Animal nodes moving was bad
I rly like how the solution half the time is to give people with higher quality stuff even higher quality stuff. The actual number on your anvil doesn't matter, all that matters is your number compared to other people's number. This would make the people ahead more ahead.jock wrote:Half the ql of the best tool should be added to all animals so that we get increase over time and the average player is higher, this won't push the top as much as it would the bottom.
Just make it feasible for normal people to get topQ bones, which at this point in the world are like 450-500.
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Nightdawg
- Posts: 2636
- Joined: Fri Feb 28, 2020 12:31 am
Re: Animal nodes moving was bad
Quality nodes are still shit.
Remove them, make it random.
Remove them, make it random.
"Our primary development direction is toward object-controlled-objects"jorb wrote: I do not want to over-promise or hype up stuff that could be months out.