Early game FEP tweak

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

Re: Early game FEP tweak

Postby NOOBY93 » Wed Apr 19, 2017 4:38 pm

Sevenless wrote:To a degree, advancing high level players and crippling noobs is part of the haven "growing experience". Which is why I'll buy making hunger vamoose, but I still think a very toned down variation of the satiation system makes sense. I mean, think about saws. Why does the bonesaw cut less boards than the metal saw? Purely to make it rewarding to get metal. Quality wise, metal saws outpace bone saws now don't they? That system, although apparently arbitrary when looked at objectively, makes haven feel like a reward for maturing.

So If the bonuses were in the range of 25%, and lets just say we remove the entire penalty system due to it being overly complex (foods now satiate what they bonus from down to 100% at the lowest, that's it) would that be more reasonable or still a bad system in your opinion? That system would still make getting your buffs beneficial, but the maximum difference between a developed village and a nooblet in FEP multiplier would be capped at something more reasonable.

As to combat: My experience with combat is limited. I'd have no problems with a bursty system like back in W6, but nor do I with the one now. This system doesn't particularly extend your lifespan from my point of view. Stats being useful, but not overpowered is a great balance to aim for, but I remember being told people didn't really like bothering with high stats since making alts after you hit "good enough" became more useful. But we've had our debates on how long recovering from a combat loss should take, so you know my position there.

Removing the satiation system wouldn't make effort pointless, far from it, advanced players would STILL be way too strong compared to not so advanced players.

Point is, the satiations don't even work as intended - they are a shitty crippling system until you get milk, tea, beer and wine, and when you do, they're just completely irrelevant. How is this a good system? Hunger is trash but I already expanded on that previously.

When it comes to combat, I believe once the tp-to-HF-upon-KO mechanic is implemented and some other features I and other people suggested to jorbo and loftorb that make having only 1 character legit, then w6 style combat would be better.

From my PM to Granger:

"The fact that any peaceful player (let's not call them farmers - all PvP players farm more and harder than most peaceful players) can die to a random high stats dude no question, stems from what I'm trying to fight against - stats being SO important. Think about this: If combat went back to world 6 and tp-to-hf upon knockout was implemented, peaceful players could easily get a small amount of combat stats on their everything character and if anyone attacks them they could swap to their sword and fairly defend themselves.

That, in my opinion, is ideally how the game should look. Everyone would use 1 character, those who focus more on farming could invest just a little bit into combat to be able to fend off attackers. Likely the attackers would win, but if they make one mistake they get knocked the fuck out and sent back home and drop all their gear and inventory.

If the peaceful farmer loses, he drops his loot for the attacker to grab, which is also fair."
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Re: Early game FEP tweak

Postby Sevenless » Wed Apr 19, 2017 5:02 pm

Welp, you've convinced me on that one Nooby. I'm on board with all points you've mentioned.
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Re: Early game FEP tweak

Postby NOOBY93 » Wed Apr 19, 2017 5:07 pm

Sevenless wrote:Welp, you've convinced me on that one Nooby. I'm on board with all points you've mentioned.

Hopefully loftorb will be on board with the points as well.
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Re: Early game FEP tweak

Postby Sevenless » Wed Apr 19, 2017 5:16 pm

I'd still like to keep drinking buffs in some useful form around (if not so insanely useful as they are now, ditto for symbel). I think wanting to drink with food/have cutlery in the game adds to the immersion of the entire system. The combat changes would be the big difference for sure in closing the stat gap enough that casual players could at least participate usefully.

But yeah that visual lag needs sorting if a mere 10 people cause big issues.
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Re: Early game FEP tweak

Postby NOOBY93 » Wed Apr 19, 2017 5:23 pm

Sevenless wrote:I'd still like to keep drinking buffs in some useful form around (if not so insanely useful as they are now, ditto for symbel). I think wanting to drink with food/have cutlery in the game adds to the immersion of the entire system. The combat changes would be the big difference for sure in closing the stat gap enough that casual players could at least participate usefully.

But yeah that visual lag needs sorting if a mere 10 people cause big issues.

I think drinks should be for the attribute system what tea was in legacy for learning ability. Just a boost, that's it. While useful and larpy, you can get away with not using drinks, so as not to fuck noobs who don't have them.

Also the lag with multiple people on the screen is what turned me off from combat and many people alike, it's just not fun watching a slideshow then dying. In old haven many people didn't make it lag at all, and in w6 and before, specifically, combat was fun.

IMO the devs' priority should be working on optimizing all the animations in the game. In such a primitive looking game, if all the custom clients have "disable this", "disable that" features just to milk out all the performance they can get, the devs should take a hint that the game is not coded well. Something to do with rendering according to the programmers of hedgehugs, I have no idea as I'm not that tech savvy.
Last edited by NOOBY93 on Wed Apr 19, 2017 5:26 pm, edited 1 time in total.
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Re: Early game FEP tweak

Postby Sevenless » Wed Apr 19, 2017 5:26 pm

Yeah like 10-20% type range was what I was thinking. By no means does it stop noobs from advancing, it's just a nice boost when you get access. I'd rather have it be pre-emptive like the current satiation system than something that ticks down over time. Tea was useful, but god was it annoying in legacy.
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Re: Early game FEP tweak

Postby NOOBY93 » Wed Apr 19, 2017 5:27 pm

Sevenless wrote:Yeah like 10-20% type range was what I was thinking. By no means does it stop noobs from advancing, it's just a nice boost when you get access. I'd rather have it be pre-emptive like the current satiation system than something that ticks down over time. Tea was useful, but god was it annoying in legacy.

Indeed, tea was bullshit in legacy but I was just using it as an example of a boost that doesn't cripple noobs.
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Re: Early game FEP tweak

Postby Potjeh » Thu Apr 20, 2017 3:13 pm

Drinks should lower instead of raise various satiations, and shouldn't have their own satiations but rather a significant hunger cost per gulp.
viewtopic.php?f=48&t=54324&p=720849
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Re: Early game FEP tweak

Postby NOOBY93 » Thu Apr 20, 2017 4:15 pm

Potjeh wrote:Drinks should lower instead of raise various satiations, and shouldn't have their own satiations but rather a significant hunger cost per gulp.
viewtopic.php?f=48&t=54324&p=720849

viewtopic.php?f=48&t=54324&p=720849#p720851
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Re: Early game FEP tweak

Postby Sevenless » Thu Apr 20, 2017 4:57 pm

Potjeh wrote:Drinks should lower instead of raise various satiations, and shouldn't have their own satiations but rather a significant hunger cost per gulp.
viewtopic.php?f=48&t=54324&p=720849


I think Nooby has successfully convinced me that the current satiation system is A) overly complex and B) failing to serve as a useful food limiter on anything except beginners (where we don't really want to load the punishment up).

I'd rather take satiations and turn them into a "stored buff" that gets used up as you consume items. Maybe rename them "Cravings" because that actually makes sense (much of the hunger system is named confusingly, like "hunger" being good despite it being bad in real life).
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