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 iamahh » Mon Oct 30, 2017 11:45 pm

For end game devs could try an in-depth Terroir system: world map would be divided in overlapping regions that buffed it's products in different stats based on how old the village is producing things. Example: some regions would produce items that buffed strenght, agility, intelligence... Rare items would eventually be created and become valuable depending on how much stats it gives. This could improve the markets in game and give some endgame based on products.
Last edited by iamahh on Tue Oct 31, 2017 12:57 pm, edited 1 time in total.
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Re: Please give us combat stat caps in the new world

Postby ChildhoodObesity » Tue Oct 31, 2017 12:44 am

spawningmink wrote:
ven wrote:Related to that: it's been a while since I've cared about the formulas. How broken is 10k strength for crafting?

you can have like 10 Smithing and you would still softcap all smithing things to like 2k lmao

except not even close lmaoooo, you dont really need a cap above 700 for smithing related things atm so 10k str isnt a huge help to crafting, i mean you could just get 700x700, 2000x250 etc 10 smithing and 10k str is only a 316 cap X D
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Re: Please give us a world reset with stat caps

Postby Kaios » Tue Oct 31, 2017 1:02 am

Ozzy123 wrote:That's why these villages with 11 members that don't want to fight should be like "hey you big village lawspeaker, we will give you salt/icicles/curios/food/something and you will protect us, okay?" then you can both play in a hermitage&not get rekt


90% of the time that never happens because the big faction doesn't give a shit about what the hermits have to offer, I doubt there is even a conversation with any hermits before most big village members would decide to attack them or simply have just aggro'd them out of sheer coincidence of them passing by.

Players with a spine (so for example, not dogs that bounce around from large faction to large faction) would rather opt for quitting the game entirely than giving out stuff to some edge lord fags because the game doesn't allow for them to have the capability of properly defending themselves.
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Re: Please give us combat stat caps in the new world

Postby ctopolon3 » Tue Oct 31, 2017 1:35 am

ChildhoodObesity wrote: you dont really need a cap above 700

why 700?
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Re: Please give us combat stat caps in the new world

Postby _Gunnar » Tue Oct 31, 2017 7:31 am

I feel like people are way too eager to fight, it doesn't seem like people are scared enough if they have a group around them. For some reason in my mind the most beautiful and poetic thing would be if even the "winning" side in a fight between groups of titans still all die from their wounds without some sort of civilian megaproject to heal them... If combat resulted in death more often, perhaps stat caps would be less necessary?


Having said that, salt, bonfires, 1% hunger, gigantic feps bonuses, and satiations are all really stupid. Food needs to be time-gated like curiosities, which it kindof used to be when hunger wasn't so broken.

(I'll readily admit that I have only fought with another player once this world and got crushed in a few seconds, and I've never had a big battle group to roll around with in any world, the biggest group I ever fought with was me and 2 other people. So any combat ideas I have are not necessarily "fun" for those who really like combat. BUT I really do think combat for combats sake is not the point of the game, and stuff like this thread is not, I hope, what we all want meaningful conflict to look like..)
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Re: Please give us combat stat caps in the new world

Postby ChildhoodObesity » Tue Oct 31, 2017 8:06 am

ctopolon3 wrote:
ChildhoodObesity wrote: you dont really need a cap above 700

why 700?

are you crafting any metal products higher than q700??? i mean i understand its possible but at this current time in the world you wouldnt need any higher
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Re: Please give us combat stat caps in the new world

Postby Granger » Tue Oct 31, 2017 9:40 am

_Gunnar wrote:Having said that, salt, bonfires, 1% hunger, gigantic feps bonuses, and satiations are all really stupid.

This.

Getting a slight buff for doing it right and having good quality would be reasonable, that buff turning into a multidigit multiplier is just bad design.

Food needs to be time-gated like curiosities, which it kindof used to be when hunger wasn't so broken.

I think runstarve.bot wasn't that much better than salt. And Ice and (in case you run out) 'contemplation and meditation' and (in case you run out) 'from the public coffers' dosn't really help in that regard when it comes to curiosities.

IMHO it would be a good idea to make food work similar to as it does with animals: capping what a character can achive.
This would scale down the numbers on the server by 1-2 orders of magnitude.
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Re: Please give us combat stat caps in the new world

Postby ydex » Tue Oct 31, 2017 10:09 am

Someone wrote somewhere about stats rather beeing maintained then icreased, and I think that could be a good middle ground.

Say like maintaining 200 in stats would be easy enough for any noob but maintaining 300 would require some hardcore playing and 400 would be near impossible.
That would be interesting, seeing how all food produced would need to go in to that one char to keep it a titan.

and ofc: pls, fix current situation. Like I always said (well only for 2 years or so); rework the damn hunger and satation system. cheers :)
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Re: Please give us combat stat caps in the new world

Postby NOOBY93 » Tue Oct 31, 2017 10:13 am

ydex wrote:Someone wrote somewhere about stats rather beeing maintained then icreased, and I think that could be a good middle ground.

Say like maintaining 200 in stats would be easy enough for any noob but maintaining 300 would require some hardcore playing and 400 would be near impossible.
That would be interesting, seeing how all food produced would need to go in to that one char to keep it a titan.

and ofc: pls, fix current situation. Like I always said (well only for 2 years or so); rework the damn hunger and satation system. cheers :)

But that's exactly how it is now. Infinite growth means you need to maintain the first derivative of your stat growth, or you will fall behind. Massive diminishing returns mean that it's easier to get stats at lower levels.
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Re: Please give us combat stat caps in the new world

Postby Granger » Tue Oct 31, 2017 11:43 am

NOOBY93 wrote:
ydex wrote:Someone wrote somewhere about stats rather beeing maintained then icreased, and I think that could be a good middle ground.

Say like maintaining 200 in stats would be easy enough for any noob but maintaining 300 would require some hardcore playing and 400 would be near impossible.
That would be interesting, seeing how all food produced would need to go in to that one char to keep it a titan.

and ofc: pls, fix current situation. Like I always said (well only for 2 years or so); rework the damn hunger and satation system. cheers :)

But that's exactly how it is now. Infinite growth means you need to maintain the first derivative of your stat growth, or you will fall behind. Massive diminishing returns mean that it's easier to get stats at lower levels.

With the difference that an approach where one has to maintain the current absolute level it would limit the maximum qualities in the world, opening the way for an eternal one - while the current where one has to maintain the relative (to other players) level to stay competitive isn't welcoming to latecomers.

From that perspective the suggestion made by ydex is superior to the current mechanics.
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