Remove item qualities from curios and add stat caps again

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

Re: Remove item qualities from curios and add stat caps agai

Postby LadyGoo » Thu May 17, 2018 3:17 am

jorb wrote:I agree that forageables should be helped in the quality race, but I also think we suffer from somewhat inflated qualities this world.

On the other hand, introducing hard caps removes the need to further your base or self at some point, removing a significant portion of gameplay and forcing resets, and decay is boring, so you're just ignoring the problems with your supposed solutions.


Qualities will always inflate. We've seen it since W3. And removing the means of spiraling for the people will make the industry + trades die.
The major problem for people returning to the game (everyone quits at some point) is catching up with the superior characters that grind 20k+ in stats grinded by food and oppose them in combat.

On the topic of caps, I was given 300 stated characters by some random guys I barely knew bc they were quitting in W8. My own villagers quit as well, when they'd reach the cap. People have different goals in the game:
- some go for pure fights;
- some go for larping;
- some use hafen as a stress release after work and fine to harvest their 5x5 fields (then come on forums and complain about botters);
- some want to grind qualities and caracters (I have seen top tier characters in previous worlds that never left their walls: their owners just went for the numbers).

However, when some of the groups starts mass quitting (number grinders for sure would quit), there is suddenly less fun for everyone else. And it leads to the chain of quits all over.
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Re: Remove item qualities from curios and add stat caps agai

Postby jordancoles » Thu May 17, 2018 4:09 am

waga wrote:For the stat caps ... 500 really ? you can do that in less than two months with a fresh world.
I wouldn't care I guess with 10k , but once I'll reach that I'll stop.

500 is low, but 1000 base stat cap + gear bonuses with a cap of +1000 is more realistic

You're looking at it through the lens of a world where you can get 20k CHA and spam broken quests to max within a few days. I'd like to see gains in general toned down significantly
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Re: Remove item qualities from curios and add stat caps agai

Postby Aceb » Thu May 17, 2018 6:44 am

Well You could always start from max stat cap 1000 for everything and have it increased by when credo specified 500 and for all others 250 by each credo completed.


Or just simply to logarithmic with it.
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Re: Remove item qualities from curios and add stat caps agai

Postby LadyGoo » Thu May 17, 2018 9:19 am

Aceb wrote:Well You could always start from max stat cap 1000 for everything and have it increased by when credo specified 500 and for all others 250 by each credo completed.


Or just simply to logarithmic with it.
Would it decrease the gap between the newcomers and vets?
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Re: Remove item qualities from curios and add stat caps agai

Postby synaris » Thu May 17, 2018 11:08 am

jorb wrote:On the other hand, introducing hard caps removes the need to further your base or self at some point, removing a significant portion of gameplay and forcing resets, and decay is boring, so you're just ignoring the problems with your supposed solutions.


this. don't bring stat caps back. once you reach the end of a game, its boring. you move on to a new game. and hitting a cap in haven would be endgame.
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Re: Remove item qualities from curios and add stat caps agai

Postby Luanes » Thu May 17, 2018 4:20 pm

What about foraged only curios had their base LP increase naturally over the time? Like a random or static value between 10% - 20% each month? So, after each year, at least the base LP of the curio would be 240% higher than the last year, it shall be enough to be "okay" on the midgame ( after 1 year ) and good after more than that ( like 3 years)
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Re: Remove item qualities from curios and add stat caps agai

Postby shubla » Thu May 17, 2018 5:26 pm

LadyGoo wrote:And removing the means of spiraling for the people will make the industry + trades die.

And what is this based on? Your ass feeling?
This is just a meaningless opinion, no one knows what would happen to the trade and industries!
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Re: Remove item qualities from curios and add stat caps agai

Postby MagicManICT » Thu May 17, 2018 9:45 pm

LadyGoo wrote:
Aceb wrote:Well You could always start from max stat cap 1000 for everything and have it increased by when credo specified 500 and for all others 250 by each credo completed.


Or just simply to logarithmic with it.
Would it decrease the gap between the newcomers and vets?

Significantly. The increase from q100 to 1000 with the current scale is about 333%.

The increase on a logarithmic scale could be anywhere from 10% to 80% depending on how the curve was designed. To get another few percent, you could potentially need another 10-20x the quality value, and to go beyond that for any real gains would be... exceptionally large. I would like to note that there are things that can be done within such a system to indicate real power and to reward those who go for the really big numbers without making the system completely lopsided. But it'd require an entire rework and rebalance of all the math used in the game to calculate qualities, combat... well pretty much everything with a number.

Meant to leave this, too:

synaris wrote:this. don't bring stat caps back. once you reach the end of a game, its boring. you move on to a new game. and hitting a cap in haven would be endgame.

That's you, not everyone. Industry research has shown people only stick with an MMO 3-6 months no matter what the caps are and how quickly they hit them... kind of like that job down the street at the local fast food restaurant--nobody is really happy with what they find, or get bored with it too fast. There's been only a few exceptions to this. Games such as EVE, WoW, and a few others that have a diehard fan base.
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Re: Remove item qualities from curios and add stat caps agai

Postby LadyGoo » Fri May 18, 2018 2:51 am

MagicManICT wrote:
LadyGoo wrote:Would it decrease the gap between the newcomers and vets?

Significantly. The increase from q100 to 1000 with the current scale is about 333%.

The increase on a logarithmic scale could be anywhere from 10% to 80% depending on how the curve was designed. To get another few percent, you could potentially need another 10-20x the quality value, and to go beyond that for any real gains would be... exceptionally large. I would like to note that there are things that can be done within such a system to indicate real power and to reward those who go for the really big numbers without making the system completely lopsided. But it'd require an entire rework and rebalance of all the math used in the game to calculate qualities, combat... well pretty much everything with a number.

Honestly, I question whether nerfing stats effectiveness or gains would do anything at all: we have had the effectiveness of combat stats decreases & making leveling harder since Legacy W3. The problem is with matching the current superpowers and ease of leveling to their levels. People come in during wipes because they have the chances to compete. Then something happens in their villages or real life it causes them quitting. They may want to come back, but feel that it is pointless. I doubt that making it harder to gain each next stat would help if we are talking about worlds that would last 3-4-5 or whatever years. That is one problem.

MagicManICT wrote:That's you, not everyone. Industry research has shown people only stick with an MMO 3-6 months no matter what the caps are and how quickly they hit them... kind of like that job down the street at the local fast food restaurant--nobody is really happy with what they find, or get bored with it too fast. There's been only a few exceptions to this. Games such as EVE, WoW, and a few others that have a diehard fan base.
Yeah. Well, I think that there is not enough content in Hafen to keep everyone playing. The nature of the game requires us to spend enormous amounts of time in it. And the content gets consumed super-quickly, industry caps are reached fast as well. Some of my friends that started playing again in February quit a month ago. They complained that they've consumed all the new content J&Lo generated for 7-8 months and there is nothing else to do. Adding new flowers, animals, items and etc. does nothing since they are not essential in the quality race. On the other hand, they've been into credos.

Summing up, people find it hard to come back to the game bc they cannot really catch-up. Slowing down the quality race won't do much, history has shown it. Those who come back also tend to play 3 months before consuming the content and quitting. So we have a factor of people not wanting to come back bc it feels pointless + those who come back get bored quickly.
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Re: Remove item qualities from curios and add stat caps agai

Postby overtyped » Fri May 18, 2018 7:50 pm

bad idea, bad you.
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