Remove combat stats

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

Re: Remove combat stats

Postby NOOBY93 » Mon Aug 21, 2017 8:18 am

Wonderful wrote:-1 Removing combat stats and revolving around gear is done by a lot of failing MMO's for the reason that anyone who just joins in can be handed gear and match players who have been playing for weeks and months grinding out gear. It removes competitiveness and leaves a placement of "who made better friends to give better gear".

Anyone who joins can be handed gear would increase competitiveness, not decrease it. Whats competitive about me being in a top q village and a noob joining mid world? Nothing, hes not competition to me. In my idea, he can buy gear, loot it, be handed it, etc. and compete.

Making all gear crafting kinda infinite but with diminishing returns instead of how armor works, would make good gear extremely valuable. So nobody would just go around handing people good gear.
Last edited by NOOBY93 on Mon Aug 21, 2017 8:23 am, edited 1 time in total.
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Re: Remove combat stats

Postby NOOBY93 » Mon Aug 21, 2017 8:22 am

jordancoles wrote:I've thought of this before as well
Just have combat discoveries and attributes but no ua or MC at all. It would make the gear grind a lot more relevant and trade more common.

Personally I would value a fully-optimized deck with 5/5 in the main cards over having slightly higher UA/MC anyways

I like the idea of removing combat stat grind and then relying more heavily on gildings/AC

I was thinking of str agi con being removed from character attributes and transferred to gear attributes, just like UA and MC.


Sorry for triple post, am on phone, if a mod sees this pls merge thanks
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Re: Remove combat stats

Postby Potjeh » Mon Aug 21, 2017 10:42 am

+1
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Re: Remove combat stats

Postby LadyGoo » Mon Aug 21, 2017 10:49 am

Horrible idea.

Then trade and the food/curios industry becomes irrelevant. Why would you even log in? All the quality gear will be held and owned by 2-3 factions, that won't need anything from the noobs + have low motivation to trade.

Gameplay side, crafters reach their limits pretty fast in terms of stats and skills, meanwhile, the quality progressions stops almost instantly at certain point, since it is tied to various objects with static quality (or a slow quality progression).
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Re: Remove combat stats

Postby NOOBY93 » Mon Aug 21, 2017 11:30 am

LadyGoo wrote:Horrible idea.

Then trade and the food/curios industry becomes irrelevant. Why would you even log in? All the quality gear will be held and owned by 2-3 factions, that won't need anything from the noobs + have low motivation to trade.

Gameplay side, crafters reach their limits pretty fast in terms of stats and skills, meanwhile, the quality progressions stops almost instantly at certain point, since it is tied to various objects with static quality (or a slow quality progression).

Food and curios would not be irrelevant, they are still useful for crafting/quality/etc stats. The best gear would indeed be held by 2-3 factions, but just as they do now, they would sell their lower stuff to others. Motivation to trade, just as now, would come mainly from big factions not wanting to do menial labor every noob can do, but sell the fruits of their big, hard to make industry, so ant queens, blueberries, stuff that heals wounds, etc. would still be traded, AND looted/lower level gear would still be traded, I really don't see how trade and food/curios would become irrelevant.

I agree that crafters reach their limit pretty fast. An easy solution to this is to have crafters, instead of softcapping, have their stats directly tied to the quality of a product. This would mean raising crafting stats is NEVER a bad idea. And THIS would mean a reason to log on, a reason to trade for food and curios, etc. Problem solved.
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Re: Remove combat stats

Postby ChildhoodObesity » Mon Aug 21, 2017 11:39 am

NOOBY93 wrote: instead of softcapping, have their stats directly tied to the quality of a product.

xd whats the point of getting rid of combat stats then itd basically be the same thing!!! those who stop raising their crafters would be at a severe disadvantage similar to people who stopped raising their fighters or joined late in worlds

my opinion on it tho would be only for ua/mc since theyre impossible to catch up on!!
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Re: Remove combat stats

Postby Wonderful » Mon Aug 21, 2017 11:43 am

Which once again just leads back to caps which have their own problems.
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Re: Remove combat stats

Postby NOOBY93 » Mon Aug 21, 2017 11:44 am

ChildhoodObesity wrote:
NOOBY93 wrote: instead of softcapping, have their stats directly tied to the quality of a product.

xd whats the point of getting rid of combat stats then itd basically be the same thing!!! those who stop raising their crafters would be at a severe disadvantage similar to people who stopped raising their fighters or joined late in worlds

my opinion on it tho would be only for ua/mc since theyre impossible to catch up on!!

The point would be that instead of people purchasing combat readiness by buying an account with a fighter with real money, people would buy ingame fighting gear with ingame currency. Right now there's NO way to catch up as a mid world joiner, with my idea in place there WOULD be a way to join. Obviously big shot crafters will have the advantage in always having top notch gear just as they do now, but at least noobs could purchase hand me downs and be pretty competitive.

Also, instead of having 1 crafter and 1 fighter (alting, bad for larpers) one would only be raising a crafter and if he wants to go to fight he would have to put in effort, and put his stats to use, craft a set of combat gear and go. No need to make a combat alt.
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Re: Remove combat stats

Postby ChildhoodObesity » Mon Aug 21, 2017 11:48 am

tbh i just dont see how it changes anything other than people joining the game late being able to somewhat catch up. which i think a combat skill statcap would be better

the group who spends the most time making a good industry to have the better gear will have the advantage in combat

right now the people spending the most time raising their stats have the advantage in combat

idk maybe im missing something xd i just think a combat statcap would be a much better solution
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Re: Remove combat stats

Postby NOOBY93 » Mon Aug 21, 2017 11:52 am

ChildhoodObesity wrote:tbh i just dont see how it changes anything other than people joining the game late being able to somewhat catch up. which i think a combat skill statcap would be better

the group who spends the most time making a good industry to have the better gear will have the advantage in combat

right now the people spending the most time raising their stats have the advantage in combat

idk maybe im missing something xd i just think a combat statcap would be a much better solution

It changes a couple of things, as I said:

1. People joining late would be able to somewhat catch up
2. Making combat alts would be pointless, players that feel the need to identify themselves with their character for larping reasons would be able to competitively play on only 1 character, and when combat calls they put on their gear and go

I feel like those 2 points are pretty important, especially the first one. Also, a combat statcap would just make early joiners make 10s of characters capped and feel nothing when they die. in my situation, they could gather a large amount of medium level gear, OR they could put in a lot of time in making a very good set of gear for themselves to get the edge in combat. I feel like my idea compared to the current game situation would be objectively better, don't see any reason why the current situation is better.

Basically, the difference between the idea and combat statcap is: In statcap when you reach the cap the only thing you CAN do is build new characters. In my idea you could make multiple sets OR you could make one GOOD set, just like stats are right now, except this would be tied to gear and not char so players can catch up by buying it.
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