Stat Crunch Idea

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

Re: Stat Crunch Idea

Postby The_Lich_King » Tue Oct 08, 2019 1:14 am

boreial wrote:What is "End Game" in a simulation of life? IRL that pretty much is death.


This isn't a simulation of life it is a video game that people come to try and negate some of the monotony of life. Most people that i have talked to consider the Endgame in this game, the moment when you have your setup and your routine and you begin to enter the endless stat gain loop. Endgame content traditionally has been dungeons and monsters that require stupidly high stats in order to take down, becuase the moment people get into the endgame all they are doing is grinding stats anyways with nothing else being done. Essentially the Endgame starts when you have all your farms setup, all your buildings built, when you have mined to the lowest layers and begin mass producing iron. The moment when the only thing that matters is quality grinding is essentially this games Endgame.
Ysh wrote: I think you are jordancoles. You saying this for throwing off of track to make me thinking I am jordancoles.


Onep wrote: If I had to choose between drowning you and savoring every moment as your face desperately gasps for air beneath the brine or saving the planet, I'd choose you everytime.
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Re: Stat Crunch Idea

Postby The_Lich_King » Tue Oct 08, 2019 1:19 am

Lyrroth wrote:this prevent nothing and only allows a wider gap between casuals and hardcores


How would the gap get wider? Wouldn't it be at most the same? cause everyone would be effected by the stat crunch. You might say "Yeah but hardcores would use equiptment to widen the gap and because of the crunch casuals would never be able to raise stats fast to keep up." That is really dumb though, cause that is the game we have already. If anything the stat crunch would help bridge the gap because it even with good tables and a high charisma fire lighter, it's still so much harder to gain stats so instead of having a 1000 stat gap by month 3 it'd be more like a 150 stat gap by month 3(or something equivalent, i don't know what the numbers would be) Also i feel like i need to point this out, and i remind all that i am a person whom has only recently started playing and am horribly behind..... people whom are casual and play less..... SHOULD HAVE LOWER STATS!!!!!! Yeah it sucks when you are like me and have to balance, college, work and your social life on top of haven, and as such can't really put the time into it, but in every video game in the goddamn world, the more time you put into it, the better you get at it, the more gear you accumulate the more OP you become. The argument that there shouldn't be a gap between casuals and hardcores is just dumb, and while i would like to see a MUCH smaller gap (which i think this solution would help with) there should still be a pretty drastic one.

EDIT 1: Also this isn't meant to prevent something, because the things it's meant to combat are unpreventable. This is meant to try and extend the length of worlds and most importantly extend the most fun part of the worlds. When it takes longer to get to high stats then that means a longer period of time where animals are more threatening, where you can't just swim massive lakes if your boat breaks, where cave ins are threatening instead of a nuiscence because you might not have the HP to survive them. The biggest thing i think this would do for the world is make the world WAY more perilous which is a damned good thing. As it is, nobody dies and the game is really easy, because everyone is so stat boosted nothing is even a threat. Fuck even starting out in w11 i didn't fear anything because it took me so short of a time period to actually get the stats to survive, that now i feel secure. I wish it would just take a long time before your past the point where you have to fear. The biggest thing i think haven needs, is to get alot more dangerous and the only way to do that at this point is a stat crunch. Cause you can add in big monsters but it will never be a solution because people will always surpass them or the monsters will be so big that they would break the game if the developers ever alowed them outside of dungeons. We need to make the base level everything more threatening and that'll only happen if we buff them or nerf us and i am advocating to nerf us because it would also then make it take longer to get the luxury items such as swords that allow for roflstomping
Ysh wrote: I think you are jordancoles. You saying this for throwing off of track to make me thinking I am jordancoles.


Onep wrote: If I had to choose between drowning you and savoring every moment as your face desperately gasps for air beneath the brine or saving the planet, I'd choose you everytime.
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Re: Stat Crunch Idea

Postby Duncan » Tue Oct 08, 2019 4:24 am

The_Lich_King wrote:
boreial wrote:What is "End Game" in a simulation of life? IRL that pretty much is death.


This isn't a simulation of life it is a video game that people come to try and negate some of the monotony of life. Most people that i have talked to consider the Endgame in this game, the moment when you have your setup and your routine and you begin to enter the endless stat gain loop. Endgame content traditionally has been dungeons and monsters that require stupidly high stats in order to take down, becuase the moment people get into the endgame all they are doing is grinding stats anyways with nothing else being done. Essentially the Endgame starts when you have all your farms setup, all your buildings built, when you have mined to the lowest layers and begin mass producing iron. The moment when the only thing that matters is quality grinding is essentially this games Endgame.



So it is a good thing to not have a nice setup/home to go out of and adventure form?
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Re: Stat Crunch Idea

Postby The_Lich_King » Tue Oct 08, 2019 5:31 am

Duncan wrote:
The_Lich_King wrote:
boreial wrote:What is "End Game" in a simulation of life? IRL that pretty much is death.


This isn't a simulation of life it is a video game that people come to try and negate some of the monotony of life. Most people that i have talked to consider the Endgame in this game, the moment when you have your setup and your routine and you begin to enter the endless stat gain loop. Endgame content traditionally has been dungeons and monsters that require stupidly high stats in order to take down, becuase the moment people get into the endgame all they are doing is grinding stats anyways with nothing else being done. Essentially the Endgame starts when you have all your farms setup, all your buildings built, when you have mined to the lowest layers and begin mass producing iron. The moment when the only thing that matters is quality grinding is essentially this games Endgame.



So it is a good thing to not have a nice setup/home to go out of and adventure form?


Its not a good thing to have a nice setup from which you no longer have to adventure from because you have the means to endlessely grind quality.within it. In the current endgame the only reason anyone needs to leave their base is for iron cause all.forageables necissary for the grind.are pot grown and everything else needed is farmed.

So yes. It is a good thing to not have a nice setup/home in the current state of the game. It negates the need for anything else.
Ysh wrote: I think you are jordancoles. You saying this for throwing off of track to make me thinking I am jordancoles.


Onep wrote: If I had to choose between drowning you and savoring every moment as your face desperately gasps for air beneath the brine or saving the planet, I'd choose you everytime.
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