Ideas: Level Cap and Item Sinks

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

Re: Ideas: Level Cap and Item Sinks

Postby Hourai_Chimes » Tue Aug 23, 2016 1:44 am

[quote="MadNomad"][/quote]

What would be the point of making a character if you know it is inevitably going to eat dirt regardless of what you do? Where is the sense of progression? Unless you want to turn Haven into a watered down Realm of the Mad God, that is a crap mechanics.
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Re: Ideas: Level Cap and Item Sinks

Postby azrid » Tue Aug 23, 2016 2:20 am

Deteriorating stats after 300 could be another option to explore.
Or make it so that FEPs and LP after stat/skill 300 can only be gained through PvP and raids.
I got no clue how to fix the problem of fighting your own guys or raiding a dummy base.

Oh yea and shublas idea is retarded imo.
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Re: Ideas: Level Cap and Item Sinks

Postby ekzarh » Tue Aug 23, 2016 6:48 am

Hourai_Chimes wrote:
MadNomad wrote:


What would be the point of making a character if you know it is inevitably going to eat dirt regardless of what you do? Where is the sense of progression? Unless you want to turn Haven into a watered down Realm of the Mad God, that is a crap mechanics.

Stop whining. You can keep the set of all except bricks for bwall on offline alts, inherit your char with 60% stats (with some luck), move firther from big city and rebuild. 1 day of work. 1-2 weeks to reach the previous progress, not a big deal.
And its offtopic anyway.

ricky wrote:I still believe the best way to regulate stats is to keep FEP system as it is, but to only allow levels to be gained once a certain objective is met.

for example, to gain a strength point you must participate in activities that would realistically make you strong, such as mining or chopping trees, as well as meet the required food intake

inb4 "the bots will ruin us!" - there will always be bots, if you dont make the threshold of activities so high that you have to clearcut a forest, problems like this wont arise

inb4 "its just another hoops for players to jump through!" - it's only a hoop for hardcore statgainers who feast for 3 days and three nights. casual players will have a new reason to explore new avenues of the game or to get some work done around their base that could be considered boring, or bottable.

This is complex to do in a smart, unhackable and unintrusive way.
There is already a hunger meter which should serve as a way to delay character progression. But since it is static with all table, pepper, weed bonuses it can be neglected.
Maybe hunger meter should be based not on the food eaten, but on the stats gained. Whatever you do you can get +3 stats (either one or all attributes) with 300% efficiency, another +7 with 100%, another 10 with 50% and unlimited amount with 5-10% efficiency.
This way people would still need a lot of food and ways to reduce it after 300+ stats. But their progress may be slown down. Meanwhile casual can make 3 sausages, 4 cakes and feel satisfied since he got his 300% buffed stats and did not spent much time on boring cooking.
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Re: Ideas: Level Cap and Item Sinks

Postby MadNomad » Tue Aug 23, 2016 6:17 pm

Hourai_Chimes wrote:
MadNomad wrote:


What would be the point of making a character if you know it is inevitably going to eat dirt regardless of what you do? Where is the sense of progression? Unless you want to turn Haven into a watered down Realm of the Mad God, that is a crap mechanics.


i am not sure if u understood what i said

i wouldn't want this mechanic cause it would make huge fep loss at high stats (which i worked for! so what would i play for?) so i agree with what u said

MadNomad wrote:also at higher stats every next fep is slightly less efective ofc so yeah, its enough i think.

and this part was ofc about how it works currently.

azrid wrote:Oh yea and shublas idea is retarded imo.
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Re: Ideas: Level Cap and Item Sinks

Postby Koyu » Wed Aug 24, 2016 8:47 am

What about making counter on character for each curio to make it less effective each time you study it.
Smth like: LPgained = baseLP/100 * max(10, 100-timesStudied)

Making short study time curious less effective much faster and need for all curious in game, even the shitty ones.

Only problem i see is what to do when you inherit? 0 the info about curio used for char or just lower the number
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Re: Ideas: Level Cap and Item Sinks

Postby CTheRain » Wed Aug 24, 2016 2:10 pm

I just think after 300 it should have diminishing returns or even slowly doubling the cost of feps. So to get 301 should take 302. Getting 302 takes 304. ETC... I mean you could raise them and get stronger... But it'd be nearly fucking impossible at a point.
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