A possible way to balance quests

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A possible way to balance quests

Postby DauntlessGolem » Wed Feb 06, 2019 9:24 pm

Quests are quite unbalanced at the moment, replacing salt for a lot of people as they're able to keep themselves ravenous, or constantly dumping 10k LP on players, beating out any curio in the game, or by just tossing out ridiculous gilding leafs that dwarf any 40q gilding people could have access to. It's quite detrimental since you should go questing every few hours to stay on the same level as other players (as of now) and its taking away from other gameplay mechanics as people devote their time to the imbalanced questing system.

I'm tossing this out here, its just something I was thinking over in the haze of playing this game at 4am. A formula to help balance out quest rewards, while still keeping quests rewarding.

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n = Number of quests completed in one day + 1
d = Difficulty of quest (1 for really easy, 4 for really hard)
C = Players Charisma

The way it would work is it would take the result of the formula and choose a reward.
LP = Multiply the result by 1000
Exp = Multiply the result by 50
Gilding = Round up the number and slap on an attribute/skill
Hunger = Multiply the result by 3 and subtract the players hunger

For example, if a min maxer at the start of the world does a really difficult quest, and its their first quest, and they have 20 CHA, the result would be 6.
This means they could get 6000 LP, 18% hunger, 300xp, etc.
If they were to do the same difficulty quest again, they would get around 2500~ LP, 8~ Hunger and etc. until it arrives closer and closer to one as the result.

Lets take the same example but lets say they have 300 Charisma, they're in the late game. Their first quest would give them a number of 34 and they would get 34,000 LP and 102% hunger and etc. It's still relevant late game, though maybe as of now its a bit much, though the formula can be changed to accommodate that scaling.

I didn't want to get on here and complain about what I think is a broken system and not suggest anything. I personally think this is a step in the right direction, and am up to hear everyone else's thoughts.
Last edited by DauntlessGolem on Wed Feb 06, 2019 9:33 pm, edited 1 time in total.
Agame wrote:Gorgeous, practical, common-sense idea. They will talk about bots and will not implement it because it is brilliant.

+1, not that it will matter anyway.


jorb wrote:@ OP: Terrible idea. Just run a bot doing that.
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Re: A possible way to balance quests

Postby shubla » Wed Feb 06, 2019 9:29 pm

I agree that quest rewards decreasing the more you do them daily (but never completely ending) would be a good system.
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Re: A possible way to balance quests

Postby Ysh » Wed Feb 06, 2019 9:30 pm

DauntlessGolem wrote:Gilding = Average the number and slap on an attribute/skill

I think average of one number is the same number. What is your meaning here?
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Re: A possible way to balance quests

Postby DauntlessGolem » Wed Feb 06, 2019 9:33 pm

Ysh wrote:
DauntlessGolem wrote:Gilding = Average the number and slap on an attribute/skill

I think average of one number is the same number. What is your meaning here?




You can get decimals with the formula. Round would be a better word for this.
Agame wrote:Gorgeous, practical, common-sense idea. They will talk about bots and will not implement it because it is brilliant.

+1, not that it will matter anyway.


jorb wrote:@ OP: Terrible idea. Just run a bot doing that.
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Re: A possible way to balance quests

Postby Ysh » Wed Feb 06, 2019 9:40 pm

DauntlessGolem wrote:
Ysh wrote:
DauntlessGolem wrote:Gilding = Average the number and slap on an attribute/skill

I think average of one number is the same number. What is your meaning here?




You can get decimals with the formula. Round would be a better word for this.

I see, ok. Thanks for clarification.

Regarding idea, I think really summary is ''add diminishing return to quests done per day.'' On one hand, I am not very fond of extreme random of quests. In general I am a man who likes to know what I will get. But making quests into some daily thing, I am not sure if this is so good idea either. Big reason why the men will do many quests in early world is that this is only thing for them to do. Other means of progress in early world is behind timegate. I am not convinced of wisdom of timegating the only content available early world that is not already timegated. At some level you must allow the men to get some advantage for playing the game.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

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Re: A possible way to balance quests

Postby DauntlessGolem » Wed Feb 06, 2019 9:46 pm

Ysh wrote:Regarding idea, I think really summary is ''add diminishing return to quests done per day.'' On one hand, I am not very fond of extreme random of quests. In general I am a man who likes to know what I will get. But making quests into some daily thing, I am not sure if this is so good idea either. Big reason why the men will do many quests in early world is that this is only thing for them to do. Other means of progress in early world is behind timegate. I am not convinced of wisdom of timegating the only content available early world that is not already timegated.


My problem is more of a fact that even after progression, questing is still really strong. After you pass the coal/crop timegate getting those big rewards will always be worth your time. I lean more towards the system should be rewarding enought to entice people to do it, but not be overpowering that it overshadows other systems. I think a lot of my issues with system could also be solved by getting rid of the reduce hunger reward from the trees, as it is nullifying the long term hunger system pretty heavily.

Also with this formula, you would eventually round your result number to 1, and getting 1000 LP is still worth it imo, so you could still do infinite quests if you'd like to.

Ysh wrote:At some level you must allow the men to get some advantage for playing the game.


I see this brought up in many forms on the forums, and I agree. In this case I see it more as an abuse over a broken system than a time investment.
Agame wrote:Gorgeous, practical, common-sense idea. They will talk about bots and will not implement it because it is brilliant.

+1, not that it will matter anyway.


jorb wrote:@ OP: Terrible idea. Just run a bot doing that.
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Re: A possible way to balance quests

Postby Sholom » Wed Feb 06, 2019 9:52 pm

This formula seems a bit too harsh, especially considering how often you get a +1 to quality of some useless shit.
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Re: A possible way to balance quests

Postby Ysh » Wed Feb 06, 2019 10:02 pm

DauntlessGolem wrote:
Ysh wrote:Regarding idea, I think really summary is ''add diminishing return to quests done per day.'' On one hand, I am not very fond of extreme random of quests. In general I am a man who likes to know what I will get. But making quests into some daily thing, I am not sure if this is so good idea either. Big reason why the men will do many quests in early world is that this is only thing for them to do. Other means of progress in early world is behind timegate. I am not convinced of wisdom of timegating the only content available early world that is not already timegated.


My problem is more of a fact that even after progression, questing is still really strong. After you pass the coal/crop timegate getting those big rewards will always be worth your time. I lean more towards the system should be rewarding enought to entice people to do it, but not be overpowering that it overshadows other systems. I think a lot of my issues with system could also be solved by getting rid of the reduce hunger reward from the trees, as it is nullifying the long term hunger system pretty heavily.

Also with this formula, you would eventually round your result number to 1, and getting 1000 LP is still worth it imo, so you could still do infinite quests if you'd like to.

It is possible the real issue is hunger reduction and not questing more generally. I am not sure a system where it is enticing enough to do it e.g. N times per day, but then less enticing after is very good. A system like this I think will make player feel ''forced'' to do these things N times per day to not ''lose efficiency'' and be preceived as ''daily chore'' fairly quickly. A lot of these things though is really question of numbers.
DauntlessGolem wrote:
Ysh wrote:At some level you must allow the men to get some advantage for playing the game.


I see this brought up in many forms on the forums, and I agree. In this case I see it more as an abuse over a broken system than a time investment.

It is possible that quest system is overtuned. It is also possible that it just looks this way because there are hunderds of men grinding quests for double digit hours per day, and posting only their biggest wins. Without some hard statistic on time spent vs. reward gained, I think it is hard for me decide whether quest is really too good or if it just maybe looks this way.
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Re: A possible way to balance quests

Postby DauntlessGolem » Thu Feb 07, 2019 1:04 am

Sholom wrote:This formula seems a bit too harsh, especially considering how often you get a +1 to quality of some useless shit.


True, I'm just tossing it out there, I've been doing these quests constantly, and they feel way out of wack compared to all the other games systems. Keeping them in line with the rest of the game while also rewarding the players who commit the time to it is the ideal.
Agame wrote:Gorgeous, practical, common-sense idea. They will talk about bots and will not implement it because it is brilliant.

+1, not that it will matter anyway.


jorb wrote:@ OP: Terrible idea. Just run a bot doing that.
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Re: A possible way to balance quests

Postby Mafious » Thu Feb 07, 2019 1:14 am

No daily limit to questing daily if you can't no life thengame deal with it. Stop trying to timegate fun stuff.
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