Dynamic Stat Cap

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Dynamic Stat Cap

Postby dafels » Tue Jan 30, 2018 4:23 pm

Make stat cap to be determined by gear and gear qualities.
Better gear, higher stat cap. There should be a cap of x by default, to not punish the casuals, but gear will just enlarge this cap.

Good:
- Will break down the rate of grind for the botters/no life grinders massively when they hit the wall of cap and will have to wait for qualities to rise to grind further, thus giving a chance other people to catch up to them.
- Will prevent ridiculous stats by botted foods, and nolife questing etc...
- The stat cap will be dynamic, it will scale to be larger as the time goes into the world...

Bad:
- Stat caps are trash in general, but will be much easier to implement than having to rebalance/rework all the feasting and stat system in total :(

Thoughts?
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Re: Dynamic Stat Cap

Postby Ysh » Tue Jan 30, 2018 7:03 pm

dafels wrote:much easier to implement than having to rebalance/rework all the feasting and stat system in total :(

I think this work must be done regardless of problem of caps.
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Re: Dynamic Stat Cap

Postby Aceb » Tue Jan 30, 2018 7:11 pm

I will quote my post from other topic:

Aceb wrote:Make a catalysm mechanic that greatly hits everything (every currently existing game/building/character in the game.)

Cataclysm causes all currently existing items to lost their 35% - 90% quality (includes trees and etc, farm, etc.) (example: 1039Q B12 drops to 104Q axe)
All currently living characters lose 40-80% their FEP bonus. (Example from 1000 AGI to 200AGI)
All buildings takes damage (but aren't destroyed, put maximum up to 90% of damage) and requires repair (siege stuff, boats, knarrs, etc. too).
stuff like ovens, spin wheel etc are hit with quality lost too.

All character at moments of cataclysm gains buff of 5% (each time increased by 5%), of developming rate (so it's faster than it was before cataclysm) and gains 10000XP for event multiplied for each next cataclysm.


Also, fudge nodes and randomly select them too.


The thing is, I would like to have botters punished, stopped or something, but if nolives spend his time like this, I don't think they should be punished that bad.
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Re: Dynamic Stat Cap

Postby Ysh » Tue Jan 30, 2018 7:23 pm

Aceb wrote:I will quote my post from other topic:

Aceb wrote:Make a catalysm mechanic that greatly hits everything (every currently existing game/building/character in the game.)

Cataclysm causes all currently existing items to lost their 35% - 90% quality (includes trees and etc, farm, etc.) (example: 1039Q B12 drops to 104Q axe)
All currently living characters lose 40-80% their FEP bonus. (Example from 1000 AGI to 200AGI)
All buildings takes damage (but aren't destroyed, put maximum up to 90% of damage) and requires repair (siege stuff, boats, knarrs, etc. too).
stuff like ovens, spin wheel etc are hit with quality lost too.

All character at moments of cataclysm gains buff of 5% (each time increased by 5%), of developming rate (so it's faster than it was before cataclysm) and gains 10000XP for event multiplied for each next cataclysm.


Also, fudge nodes and randomly select them too.

I have consider some ''soft resetting'' mechanics in past and lean towards like the idea, but I am not completely convince. I think your implementation here seem a bit artificial though. I think I like plain old stats cap over this period of direct stats remover.

Aceb wrote:The thing is, I would like to have botters punished, stopped or something, but if nolives spend his time like this, I don't think they should be punished that bad.

Not possible and/or not going to happen. Better to move on to other solution. Plus, even without botter, long time world will still have problem of caps.
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Re: Dynamic Stat Cap

Postby dafels » Tue Jan 30, 2018 7:29 pm

Ysh wrote:
dafels wrote:much easier to implement than having to rebalance/rework all the feasting and stat system in total :(

I think this work must be done regardless of problem of caps.


It will require a new world if they gonna change how feasting works (making it harder to gain stats), because it will be unfair to the rest and the titans will gain from it so much
my solution doesn't require it
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Re: Dynamic Stat Cap

Postby Ysh » Tue Jan 30, 2018 7:33 pm

dafels wrote:
Ysh wrote:
dafels wrote:much easier to implement than having to rebalance/rework all the feasting and stat system in total :(

I think this work must be done regardless of problem of caps.


It will require a new world if they gonna change how feasting works (making it harder to gain stats), because it will be unfair to the rest and the titans will gain from it so much
my solution doesn't require it

Do you not think current food systems needs some overhaul?
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Re: Dynamic Stat Cap

Postby dafels » Tue Jan 30, 2018 7:38 pm

yes, feasting bonuses need a rework, not foods, but jorb not gonna do the new world to rework the system because he has not got all credos yet....
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Re: Dynamic Stat Cap

Postby Ysh » Tue Jan 30, 2018 7:44 pm

dafels wrote:yes, it needs, feasting bonuses need a rework, not foods, but jorb not gonna do the new world because he has not got all credos yet....

I think there are many food which is useless for making. Lot of effort for material to give mediocre return to you.

Either way, for this world, I think maybe the ship has already set her sails. If the men are not competing already, they will have no hope for doing it now. Hence why there is desire for some caps. I think the game should be fix if it is broken, so that it can work fine for the new player and for the next world. I think this regardless of the impacts on this current world. Eternal alpha and all of these.
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Re: Dynamic Stat Cap

Postby pheonix » Tue Jan 30, 2018 8:07 pm

I said this before but to emphasize the point, we dont need stats caps we need a better feasting system that makes grinding harder for stats so stats become more valueable. putting a cap on the stats only treats the problem and doesnt solve it, we end up in a situation where people still reach the cap fast as they do now and what if you increase when you gear increases we have that now. by limiting gaining feps by feasting we put more value in gear that adds bonuses to our stats thus making better gear more valueable which is a part you want. for a crafting game its sad that gear doesnt matter all that much in the long run.
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Re: Dynamic Stat Cap

Postby Redlaw » Tue Jan 30, 2018 9:21 pm

yes we need a better state flow not caps, everything should debuff itself, drinks as they are need to go, and bonfires need a rework/nerf.
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