Animal nodes moving was bad

Thoughts on the further development of Haven & Hearth? Feel free to opine!
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azrid
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Re: Animal nodes moving was bad

Post by azrid »

Sevenless wrote: Ah yes, domestic animals aren't useless enough. Lets make them even worse.
You cant be serious!
Cheese probably has the highest trade volume on the market.
Domestic animals are the most valuable resource you can maintain in Haven.

If you feel animals are undervalued, all it would take is to add another type of endgame cheese with combat stats to boost their usefulness more eloquently.
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Sevenless
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Re: Animal nodes moving was bad

Post by Sevenless »

azrid wrote:
Sevenless wrote: Ah yes, domestic animals aren't useless enough. Lets make them even worse.
You cant be serious!
Cheese probably has the highest trade volume on the market.
Domestic animals are the most valuable resource you can maintain in Haven.

If you feel animals are undervalued, all it would take is to add another type of endgame cheese with combat stats to boost their usefulness more eloquently.
Ah sorry, "raising quality on animals". You could lock cheese to Q10 and it'd still be great. A lot of the quality in cheese doesn't come from the cow quality even.

Truffle snout: Local pooled and white truffles are regional biome based.
Meat quality: Domestic meat is either absolute garbage or it's fine Q10.
Hide/Bones: Takes about a year for bone Q to matter, and ultimately still hard capped by tool anyway.

Functionally if domestic animals were Q10 the impact they have on the world wouldn't change much. For some reason I enjoy the struggle of climbing animal quality, but it never feels good compared to every other industry. In 3 months miners are hitting the hardest rocks and mining some pretty crazy gems/ore. Animal wise my pigs are starting to compete with low end wild boar quality lol.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

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zuhurat83
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Re: Animal nodes moving was bad

Post by zuhurat83 »

i still wonder how that dude got his 380q sheepskins. Seems impossible.
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Sevenless
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Re: Animal nodes moving was bad

Post by Sevenless »

zuhurat83 wrote:i still wonder how that dude got his 380q sheepskins. Seems impossible.
Sevenless wrote:You complete a generation once every ~1.5 weeks (~3.5 pregnancy with herder, 7 days maturing). The maximum you can gain on Q% herds is 5 per gen, and the max you can gain on Q is 20. For the sake of realism, lets assum you get 50% of those gains per week. So roughly 10Q and 2.5% per week. Assuming you really get this rolling 1 month into the world. After 5 months of this, it's reasonable to say you'll have ~200Q and ~150% herds. Your 200Q might be held up somewhat by fodder quality since it seems easier to get animal quality than crop quality this world for most things. This lands us at Q300 bones, replacing natural sources for most non-faction villages. At 12 months into the world we can have animals Q440 base, but I'm extremely doubtful foddering those will be reasonable. Our Q% will be up to 210% at this point, giving us a maximum theoretical bone of 924. I'm not sure if natural bones that high are possible, but if they were the supply would be so small it'd be meaningless compared to the amount a herd of animals could produce.
Bones and hide are the same quality multiplier. This is "half max gain rate". I'm really not sure how much of the theoretical gain value you can capture by having absurd sized herds, but 50% is about what I've gotten with 20-40 breeders.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

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Vert
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Re: Animal nodes moving was bad

Post by Vert »

Farming at static spawn points was far better. World 16-2 feels deserted; alliance groups list everything at exorbitant prices while they still can, and then, all of a sudden, the market just collapses.

The game should actually be moving away from large alliances and instead creating conditions for smaller factions to thrive. I see no way to farm enough bones even for a kiln, yet I also can’t buy anything, because no one is purchasing items on the market. The top-tier factions sucked up all the tokens and then bailed—and let’s not forget that the concept of "moving" spawn points was actually devised by PvP-focused players from those very factions.
Well, it’s the same old story: listen to the PvP players, and you end up with an even more dead world.
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azrid
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Re: Animal nodes moving was bad

Post by azrid »

Vert wrote:Farming at static spawn points was far better.
Camping one spot for high q bone just felt wrong tbh.
Vert wrote:I see no way to farm enough bones even for a kiln
Have you considered going into badger dens and wolf dens? Thats what every good hermit or small group I know does. Its very common to find q200 bones there.
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Luno
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Re: Animal nodes moving was bad

Post by Luno »

Remove nodes, make it random.

Don't think, just do it.
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maze
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Re: Animal nodes moving was bad

Post by maze »

Vert wrote:Farming at static spawn points was far better. World 16-2 feels deserted; alliance groups list everything at exorbitant prices while they still can, and then, all of a sudden, the market just collapses.

The game should actually be moving away from large alliances and instead creating conditions for smaller factions to thrive. I see no way to farm enough bones even for a kiln, yet I also can’t buy anything, because no one is purchasing items on the market. The top-tier factions sucked up all the tokens and then bailed—and let’s not forget that the concept of "moving" spawn points was actually devised by PvP-focused players from those very factions.
Well, it’s the same old story: listen to the PvP players, and you end up with an even more dead world.
world 15 I found the highest Q for bear spawn, camp there non-stop in my wagon.
Then suddenly one day a few claims popped up, ruined the spawn area and found out they were spotting bots.

trust me, the pvp crowd ruins it one way or another. with floating spots you at least got to worry less that they will camp the area with a base.
azrid wrote:
Vert wrote:
Vert wrote:I see no way to farm enough bones even for a kiln
Have you considered going into badger dens and wolf dens? Thats what every good hermit or small group I know does. Its very common to find q200 bones there.
in my direct group, we have 1 progress miner and myself as the hardcore bone grinder. I wont lie it takes me all day hunting the spots I find and looking for badger and wolf dens. I have a few other tricks I do...
But I'm a solo guy, in terms of Kiln and anvil, we reasonable kept up in quality (even were the first to q250 stoneaxes) but then pretty much like every world my miner hits layer 8 or 9 and quits.
THERE IS A LOT you need to worry about to keep up with players beyond just bones, but bones can artificially keep you a head for the early world.
Once you hit lv9 things really switch up on how to grind futher beyond and that's pretty gatekeep knowledge
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Nightdawg
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Re: Animal nodes moving was bad

Post by Nightdawg »

Luno wrote:Remove nodes, make it random.

Don't think, just do it.
like 80% of the playerbase said this, but they had to make it retarded, call it the jorb effect.
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azrid
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Re: Animal nodes moving was bad

Post by azrid »

Luno wrote:Remove nodes, make it random.

Don't think, just do it.
I was on this side originally too.
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