Stat decay is garbage, here is something better

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

Re: Stat decay is garbage, here is something better

Postby Granger » Sat May 26, 2018 12:45 am

overtyped wrote:You see it logically that stat decay helps everyone, but when they see their stats going down every day, they will only feel like it's a pointless grind since you are constantly losing what you gained.

I acknowledge your point.

Nevertheless, I also see that under the current system many people stop with exactly the same argument: that from some character development onward Haven just feels like a pointless grind. That whatever they do, how hard they try, the distance of them to the top increases constantly. That they can't ever take a break, as they would fall behind even more and there is no way to come back in a meaningful way. That, as their character grew, the world got empty (of meaningful stuff to find) and boring (as they can kill basically everything and dig through the deep underground voids with ease).

If you want an idea for an eternal world, think of a better way.

I'm trying. How about you help?
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Re: Stat decay is garbage, here is something better

Postby Robben_DuMarsch » Sat May 26, 2018 12:58 am

Granger wrote:
overtyped wrote:You see it logically that stat decay helps everyone, but when they see their stats going down every day, they will only feel like it's a pointless grind since you are constantly losing what you gained.

I acknowledge your point.

Nevertheless, I also see that under the current system many people stop with exactly the same argument: that from some character development onward Haven just feels like a pointless grind. That whatever they do, how hard they try, the distance of them to the top increases constantly. That they can't ever take a break, as they would fall behind even more and there is no way to come back in a meaningful way. That, as their character grew, the world got empty (of meaningful stuff to find) and boring (as they can kill basically everything and dig through the deep underground voids with ease).

If you want an idea for an eternal world, think of a better way.

I'm trying. How about you help?


What do you think about the idea of total client-side obfuscation of integer based progression from players?

You could do whatever you wanted with decay/logarithmic progression, without players "perceiving" the soft-cap or decay and negatively reacting to the diminishing returns.

There could be other relatively opaque indicators to determine how high a skill is, which could be represented with vague descriptors like, "This hearthling appears to be very strong." "This hearthing appears to have poor nutrition and barely defined muscles."

Instead of placing LP into point by point skill points, one could simply prioritize certain skills in the tree by selection:
Exploration --> High Priority (64%)
Survival --> Medium Priority (30%)
Unarmed Combat --> Low Priority (6%)
Marksman --> No Focus

By making these factors mostly-opaque, players would still get rewarding feedback for progression, but would get caught up less in the necessary progression limitations. You could gently manage the power curve at will, which would probably make the game more focused on the fun activities, and less focused on the minutiae of trying to min-max activities for optimal character progression per unit of time.
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Re: Stat decay is garbage, here is something better

Postby overtyped » Sat May 26, 2018 1:07 am

Robben_DuMarsch wrote:
Granger wrote:
overtyped wrote:You see it logically that stat decay helps everyone, but when they see their stats going down every day, they will only feel like it's a pointless grind since you are constantly losing what you gained.

I acknowledge your point.

Nevertheless, I also see that under the current system many people stop with exactly the same argument: that from some character development onward Haven just feels like a pointless grind. That whatever they do, how hard they try, the distance of them to the top increases constantly. That they can't ever take a break, as they would fall behind even more and there is no way to come back in a meaningful way. That, as their character grew, the world got empty (of meaningful stuff to find) and boring (as they can kill basically everything and dig through the deep underground voids with ease).

If you want an idea for an eternal world, think of a better way.

I'm trying. How about you help?


What do you think about the idea of total client-side obfuscation of integer based progression from players?

You could do whatever you wanted with decay/logarithmic progression, without players "perceiving" the soft-cap or decay and negatively reacting to the diminishing returns.

There could be other relatively opaque indicators to determine how high a skill is, which could be represented with vague descriptors like, "This hearthling appears to be very strong." "This hearthing appears to have poor nutrition and barely defined muscles."

Instead of placing LP into point by point skill points, one could simply prioritize certain skills in the tree by selection:
Exploration --> High Priority (64%)
Survival --> Medium Priority (30%)
Unarmed Combat --> Low Priority (6%)
Marksman --> No Focus

By making these factors mostly-opaque, players would still get rewarding feedback for progression, but would get caught up less in the necessary progression limitations. You could gently manage the power curve at will, which would probably make the game more focused on the fun activities, and less focused on the minutiae of trying to min-max activities for optimal character progression per unit of time.

Nah, part of the fun in haven is seeing your stats go up.
My idea is probably better still than trying to make this crap work.
Last edited by overtyped on Sat May 26, 2018 1:09 am, edited 1 time in total.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Stat decay is garbage, here is something better

Postby Robben_DuMarsch » Sat May 26, 2018 1:09 am

Okay I vote to let Bob Dole be the only one who gets to see his stats, but only him.
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Re: Stat decay is garbage, here is something better

Postby overtyped » Sat May 26, 2018 1:10 am

Robben_DuMarsch wrote:Okay I vote to let Bob Dole be the only one who gets to see his stats, but only him.

finally you are speaking my language.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Stat decay is garbage, here is something better

Postby ctopolon3 » Sat May 26, 2018 1:40 am

Exploration --> High Priority (64%)
Survival --> Medium Priority (30%)
Unarmed Combat --> Low Priority (6%)
Marksman --> No Focus

wtf?

Unarmed Combat --> Max Priority (100%) (and u can get everything u need and no one could stop u)
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Re: Stat decay is garbage, here is something better

Postby LadyGoo » Sat May 26, 2018 4:13 am

Granger wrote:I'm trying. How about you help?
LMAO, the almighty glorious Granger is here to help, with his amazing solutions like:
-"every character should pay subs, or not be able to play at all"
-"remove teleportation"
-"purge ban all botters"
-"100 tiles distances between villages that lead to an even bigger share of abuses"
-"destroying soil pile should scatter the content everywhere"
-"spam every thread about stat caps or decay even the devs do not like/approve them".

Honestly, the most useful things you've written about were about UI and matches stacking. And now you are roaming around the forum, constantly upping your single idea that was 4 posted months ago like it is a panacea.
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Re: Stat decay is garbage, here is something better

Postby overtyped » Sat May 26, 2018 6:20 am

Sorry grangar, but ladygoo hit the nail on the head pretty good this time. lol
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Stat decay is garbage, here is something better

Postby Aceb » Sat May 26, 2018 10:23 am

Granger wrote:
overtyped wrote:You see it logically that stat decay helps everyone, but when they see their stats going down every day, they will only feel like it's a pointless grind since you are constantly losing what you gained.

I acknowledge your point.

Nevertheless, I also see that under the current system many people stop with exactly the same argument: that from some character development onward Haven just feels like a pointless grind. That whatever they do, how hard they try, the distance of them to the top increases constantly. That they can't ever take a break, as they would fall behind even more and there is no way to come back in a meaningful way. That, as their character grew, the world got empty (of meaningful stuff to find) and boring (as they can kill basically everything and dig through the deep underground voids with ease).

If you want an idea for an eternal world, think of a better way.

I'm trying. How about you help?


Not wanna be that guy but He does what You do, just with different idea than decay or just snatched other people ideas to share with everyone. Isn't that trying too?


Imho I would make more % stages there, to decrease a bit early and increase a little and mid/end ? The stages are good, it would slow down a lot, but still, it is if we still call endless eating a problem or not.
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Re: Stat decay is garbage, here is something better

Postby Granger » Sat May 26, 2018 11:45 am

LadyGoo wrote:[the usual ad hominem]

Nice display of todays (sadly quite often usual) 'discussion' strategy of attacking the person when you're unable to come up with arguments against what they're saying.
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