Potjeh wrote:In real life it doesn't matter how much somebody trains, they'll never be 10x stronger than somebody who doesn't train at all. As for other MMOs, virtually every single one has a stat cap and no permadeath, so eventually everyone achieves equal max power level.
Sandbox builders are notable that most of them have something like this. EVE has ships/skills that take years to finish. Wurm has skills that take year upon years to max. Effectively "uncapped" growth potential if you consider most players play a game for 3-9 months. Dungeons and Dragons Online has a prestieging system that allows you to grind for a couple years gaining additional stats.
It's important for haven imo (watching numbers tick up is a big part of quite a few sandbox builders), but the scaling system may or may not be appropriate. Several skills are not rewarding to scale infinitely (carpentry) while others are (combat related skills). Also, rate of skill gain increases dramatically as you progress through quality levels, which causes a large lag between the cap effectively slowing them down and where the average joe gets to.
I've been feeling for a while a couple things:
A) 300% hunger bonus that can be regularly achieved is causing ridiculous stat bloat for factions. Symbel quality importance serves to allow top factions to use 300% continuously, let alone multiplying the impact of salt if they need it. I've seen a picture that I no reason to doubt that had 1k str, 1k agi, 1k con. This was utterly unheard of in previous worlds.
B) Satiations in their current form only serve to hinder people starting, they are simply too harsh before you have the tools to manage them effectively (which for my little playthrough is about a month into the game). Although the bonus is 125%, the difference between 125% and 30-60% is huge. It's not hard to get to 30-60% via compounding penalties. You're forced to eat variety food due to your main meal being low Q, but this is extremely difficult to track the satiations on and easy to mess up. I'm pretty good with these types of systems, and I won't lie it has been very hard to deal with the sheer breadth of this.
C) potentially both stats and skills don't scale harshly enough. I'm at 100 farming, yet I get about 3 points of farming per day. The scaling on skills barely changes the required amount of LP day to day. However, my LP gain is set to jump soonish as I increase in int, meaning I'm actually accelerating in skill growth not slowing. Haven has a big issue where your starting growth is significantly slower than your mid-endgame growth. This is the trait that those other things I've mentioned don't have. In EVE, you can be flying a useful ship within a couple weeks. You can fly it well within a month or two. In wurm your first 30 skill points take a couple hours, but going from 99.5>100.0 skill takes as long as it took to get to 99.5 originally.
Suggestions:
Unless we want them to be removed, both the hunger and the satiation system have too wide of a penalty on them. No matter what other changes happen to them, they need to imo be massively reduced in stat range. Hunger should be something like 125% vs 90% not 300% vs 90%. I've been told by Nooby that endgame, tables mean you always eat in the top food bracket anyway so it's not serving to actually limit food consumption. Perhaps this is an argument to limit it to an lower cap of 90%, perhaps not. Satiations, especially because they compound, are just attrocious if you can't manage them. Maybe leave the penalties as is, if you want to preserve the current setup otherwise, and cap the penalty so that you never go lower than 75% as the final multiplier. There's incentive to manage it, but it's not going to devastate people who don't understand the system.
Satiations are too complex. Noobs are choosing to ignore it rather than pay attention because of how much information exists. Especially given the current penalty, this fucks them utterly. As much as it's neat to have complexity (for me personally) I think it needs to be toned down. At this point I just want foods to satiate what they use (until they hit the 50% reset point, but never penalizing below 75% total), and have drinks work as they do as a stored buff. It would be a system that's beneficial to manage via drinks and that's about it. The overwhelming variety of FEPs available is already complex enough for most people to have their heads spin.
Stats need to have differential scaling. Currently, I'd say "noob zone" is 1-100, "mid game" is 100-300, endgame is 300+. Some skills have caps that make them not needed in the "endgame" values (such as carpentry, masonry). I feel like we need to ramp up the LP scaling for the 100-300 zone and massively up the LP scaling in the 300+ zone. My only hesitation here is how farming work, ye who is ahead would always have a higher crop cap via farmers. But depending how harsh the scaling is, the crop cap might not matter (Q400 vs Q450? Not the end of the world at 6.7 vs 6.3 quality multipliers). Entirely possible something along this line needs to be added to FEPs as well, due to the interaction of increasing quality undoing a lot of the innate scaling penalties already built in.
All of these changes basically require a world reset to test properly though.
Last edited by Sevenless on Fri Apr 28, 2017 1:23 pm, edited 1 time in total.