Okay please change fep system

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

Re: Okay please change fep system

Postby SnuggleSnail » Mon Dec 30, 2024 12:46 pm

This feels like a fake problem to me. Like when somebody is just generally upset, they want to blame it on /something/, and this just happens to be the last thing that happened. Although I'm not new, and it's hard to get back in that headspace so my opinion is retarded/invalid.

That said, if it is something you want to 'fix', maybe the strat is to add a base modifier to detection similar to beaver damage from the dungeon buff.
Last edited by SnuggleSnail on Tue Dec 31, 2024 5:15 am, edited 1 time in total.
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Re: Okay please change fep system

Postby Reiber » Mon Dec 30, 2024 2:34 pm

i mean, that only is a issue if 20 stats is noteworthy for you.
wich they arent,

there really isnt a food stat from creedos wich matters if you get intoo perspective how hard people grind this game.
some guys run around with 900+ hp at this point.
1200 strenght can be not enough to mine through some lvl 8 walls,
and people are mining on lvl9 almost exclusively right now.


your proposal would mean those 1200 strg people would level up on their 10 charisma, they would most likely be at 2-4 K .

wich wouldnt make the grind less heavy, just switch the numbers.
keep in mind. the goal for the grind, exept crafting stats, is not to beat an arbitrary number, but somebody elses.
and the crafting stat grind is mostly over at this point. you generally should take longer for your trees to reach q 200 than your softcap for example.
its really mostly mining that actually requires you to get insane stats, not the rest.

further, your idea would make the game disproportionally more punishing for hermits, and spuces, who generally have more balanced stats across the board, as they have to do everything themself,
while "faction" people, are afforded the privilege, to just turboautism intoo 2-3 stats, and just do that.

or they just have the infrastucture, and resources, to use multiple accounts/ level up their crafting stats, after they alreaddy have 8 times your stats in the relevant ones.
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Re: Okay please change fep system

Postby Sevenless » Mon Dec 30, 2024 4:08 pm

vatas wrote:
Sevenless wrote:Just make credo stats bonus stats instead of base. Crying solved.

I assume the main reason why Jorb doesn't do that, is the concern that poor nawbs will hit the buffcap (double the base value) like a brick wall.

Notably, I suggested a workaround for this and you opposed it: viewtopic.php?f=48&t=75061&p=933517&hilit=credo+buff#p933517

Admittedly, my presentation wasn't that laudable - "(and make them strong but tedious to acquire)" - am I trying to out-jorb the Jorb himself? Better example of a "good consumable/temporary buff" would be the "Boar Tusk Snuff" (added after my suggestion) that has clear downsides that are designed to make it feasible only for a short-term bursts. Meanwhile when it comes to permanent buffs, Credos are limited by design.


My stance is consistent, the thread you linked this is what I said:

Sevenless wrote:If anything I want credo effects to be buffs instead of baseline bonuses.


I'm perfectly fine with people hitting stat caps. It's replacing one nab problem with another, but it doesn't feel bad vs the FEP penalty nabs run into. That one does feel bad.
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