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."