Please give us combat stat caps in the new world

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Re: Please give us combat stat caps in the new world

Postby jordancoles » Fri Nov 03, 2017 1:07 am

maze wrote:Don't understand why people keep looking over the fact that things can be added to the game.
Stats don't have to be the only way to level a player.

We have Villages and kingdoms.
Make it so people will want to work together inorder to get stats.

Any individual gainz tied to kingdom leadership is just as bad imo

The complaint rn is that the top factions/players have ridiculous stats that no one can compete with. Those people are also kingdom leaders so you would just shift the stat gain method for them a bit and then make those sort of gainz even more inaccessible to normies
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Re: Please give us combat stat caps in the new world

Postby Sollar » Fri Nov 03, 2017 2:17 am

Me and some friends talked about playing again but will never do unless some kind of limiting nolifers/botter obvious advantage, or some kind of a catch-up mechanism is not implemented. I feel like stat caps are the easiest method, there are others but involve more work and rethink the advance and stats mechanisms. I jump in and out of games everytime, I can't possibly play the same game more than a month or so. This is the only game that I like a lot but has no mercy on casuals or returning players. 1000players on a fresh world vs max 300 constant players should give the devs a hint that there would be a lot more people playing if they do something about the unfair player gap.
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Re: Please give us combat stat caps in the new world

Postby LadyGoo » Fri Nov 03, 2017 4:59 am

maze wrote:Don't understand why people keep looking over the fact that things can be added to the game.
Stats don't have to be the only way to level a player.

We have Villages and kingdoms.
Make it so people will want to work together inorder to get stats.

We have quality on things & creedos.
We can have a hole slew of things added in to support new types progression in stats then just player stat boosting.


This is an utopian and unrealistic suggestion.
1. Working on the kingdom = working on everyone who steps on the kingdom borders. If it'd be something for the kingdom members only, it'll be either irrelevant in terms of stats or abused hard.
2. Item quality progression is very slow and tying everything on it will kill the industry and trades. If you'll make it very fast or grindable, then it'll be abused and will lead to even bigger inequality.
3. Why to add tons of things that are not guaranteed to work while you can change the formula? Genius is in simplicity.
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Re: Please give us combat stat caps in the new world

Postby KaiMolan » Fri Nov 03, 2017 4:39 pm

Potjeh wrote:I'll never understand what the fuck he sees in infinite stat grind.

Dopamine, and Serotonin. It's a way to keep you interested in the game, because let's face it humans like big numbers and we feel good when we get more points in stats, do a bunch of damage, or find/make something high q. Stop progressing, and you stop getting these chemicals. It's way to keep you reaching for the next hill/high and to keep you interested in the game. Because if you can infinitely progress, then you don't stop getting these small doses of Dopamine and Serotonin over time, even if everything else stagnant. Same reason Cookie Clicker is so addictive even if there isn't much of a "game" to it.
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Re: Please give us combat stat caps in the new world

Postby ctopolon3 » Fri Nov 03, 2017 6:19 pm

KaiMolan wrote:we feel good when we get more points in stats, do a bunch of damage, or find/make something high q

but sometimes near your village appear battering ram/catapult & few guys with all LP in unarmed combat (them use q20 water & have x5 str agi con).
if u come out - u ll get flex to 20 oppennings & cleave for half\full hhp.
after that point u lose 30% of your progress &/or looking new place for village... u can feel free to get more chemicals
KaiMolan wrote:Dopamine, and Serotonin.


P.S. also bad boys can abuse game mechanics & destroy your walls while you sleeping (12hrs + ignore shield). and them will waiting your logon near your bed
PPS aslo abuse game mechanics & kill you over the wall with nidbane (if u left scent somewhere & logout near wall)
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Re: Please give us combat stat caps in the new world

Postby ven » Fri Nov 03, 2017 6:23 pm

KaiMolan wrote:
Potjeh wrote:I'll never understand what the fuck he sees in infinite stat grind.

Dopamine, and Serotonin. It's a way to keep you interested in the game, because let's face it humans like big numbers and we feel good when we get more points in stats, do a bunch of damage, or find/make something high q. Stop progressing, and you stop getting these chemicals. It's way to keep you reaching for the next hill/high and to keep you interested in the game. Because if you can infinitely progress, then you don't stop getting these small doses of Dopamine and Serotonin over time, even if everything else stagnant. Same reason Cookie Clicker is so addictive even if there isn't much of a "game" to it.

That is literally what it is not.
In games what produces these neurotransmitters is overcoming challenges and receiving an immediate feedback for your efforts. Infinite grind implies neither, bc:
. there's no immediate feedback at going from 4500 str to 4501, no difference in gameplay, no visual changes, no unexpected gifts etc.
. as has been argued in this thread, once you've passed a certain stat value you no longer have any pve challenges available to you.
. once you've bought all skills and crafted your steel and silk gear, qualitative progress just halts and you're stuck with raising numbers forever.

Those are the opposite of what we have to do in order to get people addicted to a game. I think it's safe to say that what keeps people playing haven is their emotional connection to other players and past world experiences, not infinite grind.

Cookie clicker is a good example because it's actually so different: it's got immediate feedback, performance ratings, medals/achievements, microtransactions to quell the anxiety of failure and so on.
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Re: Please give us combat stat caps in the new world

Postby Potjeh » Fri Nov 03, 2017 6:39 pm

Even I'm not so cynical as to think that the devs are actually trying to make a Skinner box.
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Re: Please give us combat stat caps in the new world

Postby ven » Fri Nov 03, 2017 6:43 pm

Yeah I think infinite grind has more to do with their idea that there shouldn't be any limits to what players can do. Maybe that's also why we don't have mutually exclusive skills and credos. Jorb seems to be all about absolute freedom and stuff.
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Re: Please give us combat stat caps in the new world

Postby maze » Fri Nov 03, 2017 7:08 pm

jordancoles wrote:Any individual gainz tied to kingdom leadership is just as bad imo

The complaint rn is that the top factions/players have ridiculous stats that no one can compete with. Those people are also kingdom leaders so you would just shift the stat gain method for them a bit and then make those sort of gainz even more inaccessible to normies

I meant with statcaps + other ideas.
if it was around kingdoms to push past stat caps, then anyone in the kingdom would benafit even if they log off for 3 months.

You'd basiclly get to stat caps and then at the point would have to work toward whatever event your kingdom works towards to push stats.

There honestly needs to be a lot of factors added to make a Real end game then our current one (stat grind).


LadyGoo wrote:This is an utopian and unrealistic suggestion.
1. Working on the kingdom = working on everyone who steps on the kingdom borders. If it'd be something for the kingdom members only, it'll be either irrelevant in terms of stats or abused hard.
2. Item quality progression is very slow and tying everything on it will kill the industry and trades. If you'll make it very fast or grindable, then it'll be abused and will lead to even bigger inequality.
3. Why to add tons of things that are not guaranteed to work while you can change the formula? Genius is in simplicity.


1. Ideally you want people to join your kingdom to work on it as a hole and cut out your enemys. if stats were tied around fighting for things, places on the map, building stuff then it would likely bring people who are serious about stats to join a kingdom.
We're already cutting joe the hobo out of this knowing he would be behind anyhow without a proper setup.

2. Correct item quality progression is slow, as it should be. But also everything does not need to be based on stats.
Stats are only a hardcap for many things anyhow.

3. because for the last 8 years the formula has not worked and as always been exploited. At some point a new angle must be looked at.
if stat caps were to make a come back. What do we want the end game to be.

Without stat caps end game is stat grinding
with stat caps endgame is open to be built in a new vision.
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Re: Please give us combat stat caps in the new world

Postby KaiMolan » Fri Nov 03, 2017 7:12 pm

ven wrote:
KaiMolan wrote:
Potjeh wrote:I'll never understand what the fuck he sees in infinite stat grind.

Dopamine, and Serotonin. It's a way to keep you interested in the game, because let's face it humans like big numbers and we feel good when we get more points in stats, do a bunch of damage, or find/make something high q. Stop progressing, and you stop getting these chemicals. It's way to keep you reaching for the next hill/high and to keep you interested in the game. Because if you can infinitely progress, then you don't stop getting these small doses of Dopamine and Serotonin over time, even if everything else stagnant. Same reason Cookie Clicker is so addictive even if there isn't much of a "game" to it.

That is literally what it is not.
In games what produces these neurotransmitters is overcoming challenges and receiving an immediate feedback for your efforts. Infinite grind implies neither, bc:
. there's no immediate feedback at going from 4500 str to 4501, no difference in gameplay, no visual changes, no unexpected gifts etc.
. as has been argued in this thread, once you've passed a certain stat value you no longer have any pve challenges available to you.
. once you've bought all skills and crafted your steel and silk gear, qualitative progress just halts and you're stuck with raising numbers forever.

Those are the opposite of what we have to do in order to get people addicted to a game. I think it's safe to say that what keeps people playing haven is their emotional connection to other players and past world experiences, not infinite grind.

Cookie clicker is a good example because it's actually so different: it's got immediate feedback, performance ratings, medals/achievements, microtransactions to quell the anxiety of failure and so on.



After this response, did more research. You are quite right, my apologies. Dunning-Kruger strikes again. Oh well, live and learn lol.
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