Game Development: My Kind of Patch

Announcements about major changes in Haven & Hearth.

Re: Game Development: My Kind of Patch

Postby Duane » Wed May 04, 2016 7:07 am

sabinati wrote:why would you wear a 1 slotted gear if you could wear a 2 slotted gear? what do you mean there's no variety?

I mean there's no reason to do anything other than make one set of LITERALLY ANY CLOTHING for each attribute and ability because there's only ever two gilds per attribute or ability. But then, two slots aren't promoted just because even if the attunements line up you only ever get, at max, a 15% chance of another slot. The only things in the game for Strength as I know it are Bear Teeth and Rock Crystals. One of those things is so retardedly rare people already spend real money on them, so why try and work towards a set of anything else than 6 linen clothing items with bear teeth on them? Who cares about multislots when a Q31 Heartwood Leaf gives 9/9/9 farming perc cooking? Why not just wear a set of six clothing items with that 9/9/9?

And again, this kills capes - something that was in the game pretty much entirely for stat boosts. There's NO REASON to try and fuck with putting more slots on a singular item that itself takes up two equipment slots when you could just single-slot two pieces of gear and not get your teeth fucked in. Alternatively, two pieces of two-slotted gear would actually trump the cape so hard that capes might as well not exist anymore. Attunements don't matter enough, There aren't enough Gilds to promote using more than one, especially when there are two for a stat but one's just really rare (Rock Crystal).

Glorthan wrote:It will probably take at least 20 a items/slot to get a decent amount of gilds on it, which you need for good combat gear. Thus the best way to get crazy combat gear bonuses is to bot huge amounts of clothing and gilds until you manage to fill one up with combat related slots. This is extremely grindy.
Honestly I don't think gilds should have combat stats. Sprucecaps can literally be wearing entire sets of thane's rings of stats. That's fucking retarded. Why hide power like that?
Duane
 
Posts: 260
Joined: Mon Jun 07, 2010 3:54 am

Re: Game Development: My Kind of Patch

Postby Glorthan » Wed May 04, 2016 7:14 am

Redlaw wrote:
Glorthan wrote:
sabinati wrote:



Sounds like legacy to me, just on a more varied and all scale. sounds better even as a hermit sitting alone. Suddenly the good q skills I wish I had might be a tad closer to haveibng, or if some dudes are trading me gilds for the skill I want its all good.

Legacy was shit for the same reasons. I first joined haven with a group of vets in w7 and they all quit within the first couple of weeks because everyone else was vastly outpacing and raping them with botted food/curio and no soft limits on progression speed, which we have now with fate and hunger.
Glorthan
 
Posts: 1099
Joined: Tue Jun 11, 2013 4:33 pm

Re: Game Development: My Kind of Patch

Postby sabinati » Wed May 04, 2016 7:22 am

Glorthan wrote:grind

to some extent, sure.


Glorthan wrote:Edit: I think duane is talking about gear that takes two wear slots, ie. lynx cape, bear cape, ranger cape, hooded druid cloak, as they give no base stats and have the same gild slots as one wear slot items.


there may be something to be said for that.

JackMehoff wrote:it seems like my bonus melee combat is limited to the base melee i already have ._.

yes. in OP

JackMehoff wrote:also has hirdsmans cape been removed from the game?

yes

Duane wrote:
sabinati wrote:why would you wear a 1 slotted gear if you could wear a 2 slotted gear? what do you mean there's no variety?

I mean there's no reason to do anything other than make one set of LITERALLY ANY CLOTHING for each attribute and ability because there's only ever two gilds per attribute or ability. But then, two slots aren't promoted just because even if the attunements line up you only ever get, at max, a 15% chance of another slot. The only things in the game for Strength as I know it are Bear Teeth and Rock Crystals. One of those things is so retardedly rare people already spend real money on them, so why try and work towards a set of anything else than 6 linen clothing items with bear teeth on them? Who cares about multislots when a Q31 Heartwood Leaf gives 9/9/9? Why not just wear a set of six clothing items with that 9/9/9?

And again, this kills capes - something that was in the game pretty much entirely for stat boosts. There's NO REASON to try and fuck with putting more slots on a singular item that itself takes up two equipment slots when you could just single-slot two pieces of gear and not get your teeth fucked in. Alternatively, two pieces of two-slotted gear would actually trump the cape so hard that capes might as well not exist anymore. Attunements don't matter enough, There aren't enough Gilds to promote using more than one, especially when there are two for a stat but one's just really rare (Rock Crystal).

Glorthan wrote:It will probably take at least 20 a items/slot to get a decent amount of gilds on it, which you need for good combat gear. Thus the best way to get crazy combat gear bonuses is to bot huge amounts of clothing and gilds until you manage to fill one up with combat related slots. This is extremely grindy.
Honestly I don't think gear should have combat stats. Sprucecaps can literally be wearing entire sets of thane's rings of stats. That's fucking retarded. Why hide power like that?


you seem to be under the impression that they won't add more gilds or tune the system at all.

also
Image
and druid cloak had like 43% chance
User avatar
sabinati
 
Posts: 15513
Joined: Mon Jul 13, 2009 4:25 am
Location: View active topics

Re: Game Development: My Kind of Patch

Postby Duane » Wed May 04, 2016 7:26 am

sabinati wrote:you seem to be under the impression that they won't add more gilds or tune the system at all.
There's the problem I guess I have with the system. I don't care about the grind or the softcaps because those are things I can do. I can't get Rock Crystals. There's just not enough variety yet to justify literally removing capes. But if that's the case - and by god if jorbtar doesn't know it - why remove capes this patch?

I also think that if they add more of them they should be categorized as gilds rather than curios in the event they're both - feather trinket silken ribbon etc.
Duane
 
Posts: 260
Joined: Mon Jun 07, 2010 3:54 am

Re: Game Development: My Kind of Patch

Postby maslov2 » Wed May 04, 2016 7:29 am

Hello all,
JORB - I think UPDATE is too raw, so you have to bring back old system for now. Because some items are much harder to get (Example: rangers cape or merch robe or druids' cloack) and some is easy to craft like straw hat or bearcape. But check this out: now you can update your straw hat with +++perc/stealth/str and it will be even better then rangers cape/bear cape after some success runs, because it takes only 1 slot and it's takes 5sec to prepare and to craft. I do not see any logic here, really.

PS overwall i liked the idea, but as i sayd i didn't find logic here for now.
maslov2
 
Posts: 91
Joined: Thu Sep 03, 2015 9:39 pm

Re: Game Development: My Kind of Patch

Postby Glorthan » Wed May 04, 2016 7:39 am

It's also just kind of... not pretty. Like, if a chef's hat is the highest quality hat I can make, I'm gonna make one for smithing, one for farming, etc. How the fuck does wearing a chef's hat for smithing make sense? I would have preferred if the system expanded on existing clothes to make more role specific clothing, ie. blacksmith's apron, chef's apron, woodcutting vest, and so on.

What concrete advantages does the slotting system bring?
Glorthan
 
Posts: 1099
Joined: Tue Jun 11, 2013 4:33 pm

Re: Game Development: My Kind of Patch

Postby sabinati » Wed May 04, 2016 7:41 am

it adds value to a bunch of stuff that was low value
it adds flexibility and variety of gear
there are bonuses that didn't exist before or only existed for a single item
you can have more total bonuses
User avatar
sabinati
 
Posts: 15513
Joined: Mon Jul 13, 2009 4:25 am
Location: View active topics

Re: Game Development: My Kind of Patch

Postby Duane » Wed May 04, 2016 7:45 am

sabinati wrote:it adds value to a bunch of stuff that was low value
it adds flexibility and variety of gear
there are bonuses that didn't exist before or only existed for a single item
you can have more total bonuses

But it doesn't promote item diversity. Everything is equally useful now. It's a step backwards. I feel like I WASTED MY TIME making silk equipment for stats. Because I fucking DID. I could have BETTER STATS NOW with LINEN GEAR than I could have EVER GOTTEN WITH SILK. WHY SHOULD I MAKE SILK NOW.

In fact, again, it demotes item diversity because a cape or multi-slot item is harder to slot and always inefficient to two items regardless.

Linen clothes are as good as if not better than merchants robes because there's no innate stats to gear, just affinities that make multislotting easier.

It doesn't add variety unless by that you mean that everything is equally useless now. Everything can in essence be slotted at the same efficiency if you can make a lot of it.

More bonuses is good, more combat bonuses is not. Wearing invisible thane's rings isn't okay. You can have more bonuses, yeah, but unique sets of gear per attribute is promoted more than anything else and that's disgusting. There's a reason Melee Combat and Unarmed Combat were either on endgame gold/silver/hardened leather equipment or in amounts that only helped new players (spruce gear). That's because the big, shiny devastatingly beautiful armor is supposed to show off the stats it gives. That distinction is now COMPLETELY lost.

If they want this system to work they either need to make affinities matter on initial slotting (Shitty, triples the grind, WILL Force the use of slot-inefficent capes) or bring back innate stats to some gear so time investment isn't a complete fucking waste for things like silk (which is honestly the best route, there's no downsides to it.)

If they bring back innate stats and then think gilds are overpowered, they should nerf the gilds rather than ACTUALLY making gear that takes DAYS TO MAKE USELESS.
Last edited by Duane on Wed May 04, 2016 7:51 am, edited 2 times in total.
Duane
 
Posts: 260
Joined: Mon Jun 07, 2010 3:54 am

Re: Game Development: My Kind of Patch

Postby barra » Wed May 04, 2016 7:48 am

The current multi-slot capes (bear/lynx etc) should be moved to the cosmetic slot.
loftar wrote:You do appear to need a good trolling.
User avatar
barra
 
Posts: 446
Joined: Mon Jul 05, 2010 2:08 pm

Re: Game Development: My Kind of Patch

Postby Thedrah » Wed May 04, 2016 7:49 am

so according to op, your stats cannot be more than doubled
your stats affects the chance of continuing the gilding depending on the bonus in question

Glorthan wrote:It's also just kind of... not pretty. Like, if a chef's hat is the highest quality hat I can make, I'm gonna make one for smithing, one for farming, etc. How the fuck does wearing a chef's hat for smithing make sense? I would have preferred if the system expanded on existing clothes to make more role specific clothing, ie. blacksmith's apron, chef's apron, woodcutting vest, and so on.

What concrete advantages does the slotting system bring?


big puffy white hat with metal buttons for +1-3 smithing? go right ahead.

i want to see the first person with a maxed out item. we're going into some heavy grinding bordering on korean grind. someone should do some science and get the % of chance it would take to get all gilded stuff on one item. i bet it's something like .005%
  ▲
▲ ▲
Thedrah
 
Posts: 936
Joined: Fri Apr 08, 2011 2:20 am
Location: behind you

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Bytespider [Bot], Claude [Bot], Python-Requests [Bot] and 31 guests