Stat caps, a good solution

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

Re: Stat caps, a good solution

Postby Lunarius_Haberdash » Wed Jan 30, 2019 8:08 pm

I think this is actually an excellent idea, especially if stat progression is also locked behind a timer making it so that dungeon earned boosts can't be used a bazillion times in one day. Keep it slow and steady, and make the items able to be traded and you might be on to something.

I'm not 100% behind this idea, but you have my attention. (For what it's worth, which is essentially nothing. XD )

overtyped wrote:Maybe that solo hearthling can ask a big village to come take care of the dungeon, and that solo hearthling gets some of the loot.



What's that cooperative gameplay? IMPROBABU!
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Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
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Shubla: There are also other reasons to play this game than to maximize your stat gain.
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Re: Stat caps, a good solution

Postby Saxony4 » Wed Jan 30, 2019 8:13 pm

overtyped wrote:Maybe that solo hearthling can ask a big village to come take care of the dungeon

Sounds like a great way to get yourself killed, why would some village help a backwater hermit progress?
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Re: Stat caps, a good solution

Postby overtyped » Wed Jan 30, 2019 8:15 pm

Saxony4 wrote:
overtyped wrote:Maybe that solo hearthling can ask a big village to come take care of the dungeon

Sounds like a great way to get yourself killed, why would some village help a backwater hermit progress?

maybe it's the same reason we have a trading hub? because having a good reputation can be profitable. If the community fair started ganking people in their town, who is going to trade there?
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 caps, a good solution

Postby Necroliter » Wed Jan 30, 2019 8:18 pm

Curious, am i the only one who realises that adding Stat Cap without decay will kill late-game food industry completely? And a lot of systems are tied to food.

I really like idea of some form of controll over stats AND meaningfull reward from dungeons, but hard cap on stats is not acceptable solution, imo.

P.S. I don`t accept argument of using food for alts. If anything i`d kill alting as a concept.
Last edited by Necroliter on Wed Jan 30, 2019 8:21 pm, edited 1 time in total.
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Re: Stat caps, a good solution

Postby overtyped » Wed Jan 30, 2019 8:21 pm

Necroliter wrote:Curious, am i the only one who realises that adding Stat Cap without decay will kill late-game food industry completely? And a lot of systems are tied to food.

I really like idea of some form of controll over stats AND meaningfull reward from dungeons, but hard cap on stats is not acceptable solution, imo.

Not sure it would. What happens if they die in a dangerous dungeon or in pvp? what magical item will get them back to the stats they had? is it food?
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 caps, a good solution

Postby Ysh » Wed Jan 30, 2019 8:23 pm

overtyped wrote:
Necroliter wrote:Curious, am i the only one who realises that adding Stat Cap without decay will kill late-game food industry completely? And a lot of systems are tied to food.

I really like idea of some form of controll over stats AND meaningfull reward from dungeons, but hard cap on stats is not acceptable solution, imo.

Not sure it would. What happens if they die in a dangerous dungeon or in pvp? what magical item will get them back to the stats they had? is it food?

At very least it will reduce demand for food. Whether this is problem depends on precise implementation I think.
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Re: Stat caps, a good solution

Postby Necroliter » Wed Jan 30, 2019 8:24 pm

overtyped wrote:Not sure it would. What happens if they die in a dangerous dungeon or in pvp? what magical item will get them back to the stats they had? is it food?


Valid point, but considering death is extremely udnesireable and avoided - in average case scenario player who reached stat cap (of village, or faction) will freeze their food-related activities till the point someone requires new character.
Even if it will be resumed later - it will be brief.

In essence - while i`m not one the side of people who say grind is the main thing - removing food grind (or slowing it down substantially past saturation point) will remove good portion of activities from game.

Edit: If anything - i would move players creativity and ideas into system that designs non-linear returns from improved stats. Thus having more stats is desireable, but less balance-breaking or disruptive for other players.
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Re: Stat caps, a good solution

Postby overtyped » Wed Jan 30, 2019 8:26 pm

Necroliter wrote:
overtyped wrote:Not sure it would. What happens if they die in a dangerous dungeon or in pvp? what magical item will get them back to the stats they had? is it food?


Valid point, but considering death is extremely udnesireable and avoided - in average case scenario player who reached stat cap (of village, or faction) will freeze their food-related activities till the point someone requires new character.
Even if it will be resumed later - it will be brief.

In essence - while i`m not one the side of people who say grind is the main thing - removing food grind (or slowing it down substantially past saturation point) will remove good portion of activities from game.

For the casual hearthling, just getting 300 in all stats is already a big hurdle. Not concerned.
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 caps, a good solution

Postby Necroliter » Wed Jan 30, 2019 8:32 pm

overtyped wrote:For the casual hearthling, just getting 300 in all stats is already a big hurdle. Not concerned.


Imo large part of forum community is not casual players (also valid question about paying community), so somewhat ignoring hardcore players may be opposed on forum.

Second, any large system that changes gameplay should be satisfactory for all players (both casual and hardcore). Otherwise it is just too disruptive for living game.

And third - i believe there is elegant (if complex) solution with rebalancing stat softcaps and influence of stats on game in general (with non-linear influence, like mentioned early).
Good example of said non-linear function is sqrt(Q/10) of most items in game, where linear increase in quality is barely translated into actual increase in effect past certain point.
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Re: Stat caps, a good solution

Postby wonder-ass » Wed Jan 30, 2019 8:34 pm

you only need to bot pepper or be super rich to buy loads of pepper. the rest you can just afk cheese farm.

how2becomebigboi
  • buy good q cheese tubs to make curd
  • buy trays
  • buy milk/rennet
  • afk cheese farm
  • buy good table
  • feast
you only start needing pepper around the 10k+ mark
see homo sexuality trending,. do not do that.
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