Mazes Complete Attribute Overhaul

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

Re: Mazes Complete Attribute Overhaul

Postby ChildhoodObesity » Thu Aug 10, 2017 1:01 am

loftar wrote:
ChildhoodObesity wrote:Currently raising attributes is far too easy. With salt and good tables/charisma alts people are able to raise their stats extremely high in a very short amount of time. The satiation system doesn't do anything to slow down stat progression

Agreed, and reworking food in some way is on our list of stuff to do, although we haven't formulated any concrete ideas yet.

That said, though, your suggestion appears to imply removing food altogether, which makes me perhaps a little less excited about it.

Perhaps we could keep food just for larp and raising energy.
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Re: Mazes Complete Attribute Overhaul

Postby ekzarh » Wed Aug 16, 2017 5:24 pm

It is mostly Ultima Online approach. Wich was heavily botted and macroed to an extent where player needs to provide bare minimum of resources and alt raises himself.
Some of points (like char with friends) are on the same complexity scale as making the whole game.

But all in all I do like the approach. I just like reasonable amount of realism in games.

Conclusion:
I'd suggest to combine food and attribute activities so that both are needed to raise the craracter. Moreover, I would propose to make these 'activities' similar to Experience system. Meaning, you never know will push ups or chopping a tree or figting a bear raise your STR.
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Re: Mazes Complete Attribute Overhaul

Postby jordancoles » Wed Aug 16, 2017 11:08 pm

Devalues my obesity
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

Check out my pro-tips thread
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Re: Mazes Complete Attribute Overhaul

Postby WowGain » Tue Nov 28, 2017 9:33 pm

Cross-posting from: http://www.havenandhearth.com/forum/viewtopic.php?f=39&t=59255&p=757742#p757742

WowGain wrote:solution: re-balance curios and FEPs/satiation around a concept of diminishing returns in regards to stats. upgrading your stats/abilities needs to grow harder and harder as you climb in numbers, increasing quality of items beyond a certain point doesn't provide much more from it, etc etc.
Essentially, create an endgame where the times between upping stats become large enough that your rate of growth can't leave you constantly outpacing new players or late starters to a point of making it useless to even try getting into the world late if you're interested in things like pvp or competition. Niantic's leveling structure in games like Ingress might be a good study point for a system like this.
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