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 ven » Fri Nov 03, 2017 7:36 pm

On a second thought we might both be right though. Progression in early worlds is pretty different, we're all discovering new things, buying new skills, exploring new places, changing equipment from fur to leather to steel etc, finally beating boars and bears, and even quality is meaningful bc it makes a lot of difference to go from a q20 to a q40 saw.

So maybe we end up associating grinding with dopamine reward in the early game, but then we keep reproducing that behavior in the late game just because it became a habit. But who knows, man.
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Re: Please give us combat stat caps in the new world

Postby bladeking230 » Sat Nov 04, 2017 3:45 am

Just make multiple servers. Pvp ones and pve... make Luling fast and easier on Pvp and it more of a grind on pve.. problem solved
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Re: Please give us combat stat caps in the new world

Postby maze » Sat Nov 04, 2017 5:28 am

bladeking230 wrote:Just make multiple servers. Pvp ones and pve... make Luling fast and easier on Pvp and it more of a grind on pve.. problem solved


that's called the legacy servers.
it's basiclly PvE.
Go have fun.
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Re: Please give us combat stat caps in the new world

Postby CTheRain » Sat Nov 04, 2017 2:28 pm

bladeking230 wrote:Just make multiple servers. Pvp ones and pve... make Luling fast and easier on Pvp and it more of a grind on pve.. problem solved


PVE.... Walls being spammed everywhere... Bots deforesting the world... Territory control worse than current servers (look at ARK PVE. The PVP in PVE is territory control and landgrabbing electric boogaloo.)... Insiding also becomes the PVP in PVE too... You may think you want it but you don't.
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Re: Please give us combat stat caps in the new world

Postby jordancoles » Sat Nov 04, 2017 8:23 pm

bladeking230 wrote:Just make multiple servers. Pvp ones and pve... make Luling fast and easier on Pvp and it more of a grind on pve.. problem solved

The population is too low to divide the playerbase and the PVPers rely on the carebears to make their shit so a world of PVE players and a world of PVP players just wouldn't work out the way you're expecting it to
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Re: Please give us combat stat caps in the new world

Postby DeadlyPencil » Mon Nov 06, 2017 7:16 pm

DeadlyPencil wrote:I would support some sort of cap on stats but maybe we should look at the cap it a bit differently.

what if we took the damage formula for weapons which is the following:

150 x sqrt( sqrt(quality x strength) / 10)

and we changed it so the effect strength has can only be 4x the quality of your weapon, so:

150 x sqrt ( sqrt ( quality x min( quality x 4, Strength ) ) /10)

This would bring damage in line with a lot of other crafts that are hardcapped by quality. So there would be no theoretical limit to how much strength you can have, but you would need to continue to increase the quality of your weapons to make use from it.


I think something like that would be good for the game.


:( no one responded to this idea. Wouldn't this be perfect? if you got 100q weapons at the start of the game, that's a 400q strength cap, if you got 500q weapons near the end of the game, that's a 2000 strength cap. So you can grow ur strength as your quality grows.
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Re: Please give us combat stat caps in the new world

Postby ctopolon3 » Mon Nov 06, 2017 7:46 pm

here just needs double(another) sqrt on attributes, because them increases alot faster than Q

p.s. same with mining (abuse food system to 5lvl mining at 1month of world (q40pickaxe 1200str))
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Re: Please give us combat stat caps in the new world

Postby Zampfeo » Mon Nov 06, 2017 9:21 pm

If we had softcaps on skills/stats based on the quality of tool with diminishing returns, it'd be much easier to catch up and prevent runaway stats while not boring neckbeards. For example, instead of using quality*strength, use quality*(min(quality, strength) + log(strength-quality)).

As the world ages, higher quality tools, food, and curios will be available so that new players can catch up faster.

Then just add better decay mechanics and I think worlds could last much longer..
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Re: Please give us combat stat caps in the new world

Postby _Gunnar » Mon Nov 06, 2017 9:29 pm

DeadlyPencil wrote:
DeadlyPencil wrote:I would support some sort of cap on stats but maybe we should look at the cap it a bit differently.

what if we took the damage formula for weapons which is the following:

150 x sqrt( sqrt(quality x strength) / 10)

and we changed it so the effect strength has can only be 4x the quality of your weapon, so:

150 x sqrt ( sqrt ( quality x min( quality x 4, Strength ) ) /10)

This would bring damage in line with a lot of other crafts that are hardcapped by quality. So there would be no theoretical limit to how much strength you can have, but you would need to continue to increase the quality of your weapons to make use from it.


I think something like that would be good for the game.


:( no one responded to this idea. Wouldn't this be perfect? if you got 100q weapons at the start of the game, that's a 400q strength cap, if you got 500q weapons near the end of the game, that's a 2000 strength cap. So you can grow ur strength as your quality grows.


Yeah, something like this would be cool. Need to do something about agility, con, ua & mc too, I think.
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Re: Please give us combat stat caps in the new world

Postby DDDsDD999 » Mon Nov 06, 2017 9:55 pm

ctopolon3 wrote:here just needs double(another) sqrt on attributes, because them increases alot faster than Q

That's because of the insane FEP inflation: 300% efficacy thanks to bonfires and salt, sub bonuses, realm bonuses, satiation bonuses, etc. LP skills are nowhere near Attributes thanks to all of that shit.

Fix FEPs.
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