Add Ability Caps!

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

Add Ability Caps!

Postby MooCow » Sat Feb 16, 2019 10:28 pm

Specifically for Melee, Unarmed, and Marksmanship.

Then remove the buff cap on the combat abilities as well. The buff cap can be removed by default, when you get max base value, or via credo. It doesn't matter how the cap is removed.

The main purpose is to shift player power from from lp, to equipment.
Why this is a good idea.
  • Items can be taken. If you want to be strong, you risk having that strength taken from you.
  • Items can sold. If you wanted to be a pvp big shot, you could buy an equipment set, and then immediately lose it because you have no idea how to PvP
  • Killing isn't needed. Most people quit after they die, hurting a powerful player is a simple as taking his equipment.
  • The quality of items is time gated (farming,spiraling, etc), reducing the need to grind lp, while still keeping it very relevant
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Re: Add Ability Caps!

Postby Sevenless » Sat Feb 16, 2019 10:53 pm

They tried it, it sucked, they undid it.
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Re: Add Ability Caps!

Postby Nexit » Sat Feb 16, 2019 11:10 pm

Maybe instead the formula for lp can be changed to cost more at higher stats. Though I dislike the kinds of people who spend their whole day on this game, they shouldn't necessarily be limited because of players lagging behind.
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Re: Add Ability Caps!

Postby Tamalak » Sun Feb 17, 2019 12:31 am

Caps are very bad, people will quit after they hit them. I am a fan of slowing down progression to the point where equipment actually matters, though.
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Re: Add Ability Caps!

Postby shubla » Sun Feb 17, 2019 12:35 am

Tamalak wrote:Caps are very bad, people will quit after they hit them. I am a fan of slowing down progression to the point where equipment actually matters, though.

Slowing down progression also results in people quitting, because they feel that they are not rewarded enough for their efforts that they put to the game.
Probably more player quit when progression is slowed, compared to stat caps :roll:
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Re: Add Ability Caps!

Postby Aceb » Sun Feb 17, 2019 1:40 am

shubla wrote:
Tamalak wrote:Caps are very bad, people will quit after they hit them. I am a fan of slowing down progression to the point where equipment actually matters, though.

Slowing down progression also results in people quitting, because they feel that they are not rewarded enough for their efforts that they put to the game.
Probably more player quit when progression is slowed, compared to stat caps :roll:


Wrong. Progression is visible. Stat caps are ceiling that makes people quit with the mindset "game is completed". Saw this in other games.
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Re: Add Ability Caps!

Postby MooCow » Sun Feb 17, 2019 2:09 am

Sevenless wrote:They tried it, it sucked, they undid it.


Nexit wrote:Maybe instead the formula for lp can be changed to cost more at higher stats. Though I dislike the kinds of people who spend their whole day on this game, they shouldn't necessarily be limited because of players lagging behind.


Just so you know, making gear that increases an Ability, is by no means limited. Because of gilds you could make a set of equipment that increased your combat starts by very large numbers.

Using only q10 gilds you could make an item with +33 melee combat. We have 8 slots. At q10 we can have +264 melee combat. This ignores quest gilds and rings.
Since q is not capped by anything, the stats are still unlimited.

shubla wrote:Slowing down progression also results in people quitting, because they feel that they are not rewarded enough for their efforts that they put to the game.
Probably more player quit when progression is slowed, compared to stat caps :roll:


This is a valid concern. I assume that the other infinite stat would be interesting enough and should be kept as is. This would slow down combat progress, which may be bad. Once you can solo all the animals, progress in combat abilities is already pretty dull. Despite this, people endlessly grind to increase their power.

They may, or may not appreciate the change. I would like to hear from them.
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Re: Add Ability Caps!

Postby MagicManICT » Sun Feb 17, 2019 3:28 am

Tamalak wrote:Caps are very bad, people will quit after they hit them. I am a fan of slowing down progression to the point where equipment actually matters, though.

Caps aren't bad. The implementation was bad and too limiting. i dont' have a better solution for the current system else I'd suggest it (or make my own game).

MooCow wrote:The main purpose is to shift player power from from lp, to equipment.

It's a crafting game, it should be item centric, and not just quality spiraling those items. More or less, it already is, though. You can't wade into combat without top quality gear... at least not at the high levels when you know the other side is also pulling out their best gear. A naked guy at 5000 UA is likely going to have his ass handed to him (and probably head) by an armored guy with a B12 that maybe only has 4000 UA. (Sorry, not a good enough combat vet in haven to give good numbers here. If anyone has a better example of where the gear will give you the win, feel free to post it.)

MooCow wrote:Items can sold. If you wanted to be a pvp big shot, you could buy an equipment set, and then immediately lose it because you have no idea how to PvP

Back in the early days of EQ when PvP servers were full gear loot (nobody went into PvP willingly with gear on other than what was cheap), there was a guy who would sell some chump decent gear and then find them in a zone and steal it back after killing them.
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Re: Add Ability Caps!

Postby azrid » Sun Feb 17, 2019 9:24 am

As long as the cap is high enough.
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Re: Add Ability Caps!

Postby iamahh » Sun Feb 17, 2019 11:07 am

haven is too linear in stat gains, every other MMO once you hit wizard lvl 80 you're fukd to gain a single stat
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