A Catch-Up Mechanic for Stats.

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

Re: A Catch-Up Mechanic for Stats.

Postby KaiMolan » Thu Nov 02, 2017 10:19 pm

maze wrote:To easily exploited and the curve would be to hard to manage correctly.
if we had a "throw away alt" on day one get 100 str.
Everyone else on the server is now buffed to get to this 100 str guy.
If a faction use this, they could spiral stats on the first week.
Given it also helps the other people who know how to works. but it would make one clear winner.


It doesn't buff a single faction, it buffs everybody. Though no doubt people would exploit the mechanic the progression is still slowed early on due to the formula working off magnitudes. True at 10 str, you'd gain 10x the effect FEP's as soon as you got to 50 though you're down at 2x (with the highest stat in game being 100).

maze wrote:Later down the road the catch up stat is just that. a catch up stat.
It does not really stop the people who are ahead.


It's not meant to stop people who are ahead, it's meant to catch up those who are behind due to being new, or from having taken a break. So in other words, working as intended.

maze wrote:it would be a change that would honestly add noting to the game other then speeding up people to get past 300-500 stats and being confused why stats are even there.

Nothing is fun about this "catch-up" idea.


I don't think people would be confused about why stats are there, after 300-500 you can already solo/duo most of the content anything after that is purely for PvP purposes (whether in self defense, or otherwise). Which is the point, so that way there is more activity in the game, and people aren't just waiting around.


Though I think we need partner system to work with it. If we're to have infinite progression, then we need infinite difficulty.
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Re: A Catch-Up Mechanic for Stats.

Postby Audiosmurf » Thu Nov 02, 2017 10:52 pm

Essentially removing the early game for anyone who doesn't start day 1 isn't fun and doesn't help new players. The reason a lot of people aren't giving a detailed response to your idea is because it's awful enough to not even merit discussion. Many ideas posted in C&I make it clear that the OP doesn't understand the game, and this is one of them.

Won't be responding further.
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Re: A Catch-Up Mechanic for Stats.

Postby KaiMolan » Thu Nov 02, 2017 11:04 pm

Audiosmurf wrote:Essentially removing the early game for anyone who doesn't start day 1 isn't fun and doesn't help new players. The reason a lot of people aren't giving a detailed response to your idea is because it's awful enough to not even merit discussion. Many ideas posted in C&I make it clear that the OP doesn't understand the game, and this is one of them.

Won't be responding further.


So mess with the curve to make sure it doesn't appear before a certain stat requirements are met. Maybe it shouldn't activate till you have at least 200-500 in stats or something. Not a particularly hard thing to do.

Also it seems to me many of you do not understand that Stat Caps don't seem to be coming back and infinite progression is here to stay. So when you stop limiting from the top, you need to start pushing from the bottom, otherwise you encounter an imbalanced population that keeps people from jumping in late game. Which leads to \ population attrition until a world reset, at which point the cycle starts a new.

You may understand the game better than me, but none of you have come up with a better solution to help old players rejoin the world after a break, or to allow new players to be relevant in the grand scheme of things. And until you do, I will not let this topic die.
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Re: A Catch-Up Mechanic for Stats.

Postby maze » Thu Nov 02, 2017 11:53 pm

KaiMolan wrote:Stat Caps don't seem to be coming back and infinite progression is here to stay.


:lol: This shows how little you know of the community and J&L.

your idea is that, bad.
But I like to give a reasone to people why it is bad.

you can't see the exploits of your own idea.
That's one of the biggest things you must think of before post here in C&I about game changing ideas.

Idea, how it can be exploited, how to stop the exploits, what does my idea effect on overall game, and is my idea fun.
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Re: A Catch-Up Mechanic for Stats.

Postby ydex » Fri Nov 03, 2017 12:04 am

I believe someone (Potjeh) made the suggestion that the scaling of attributes should be changed from the current (highest stat = ur FEP) in to using a logarithmic scaling instead. This idea could both let newbs lvl fast and could (depending on harshness of scaling) prevent insane stat growth at decent levels.

This is a better idea, if we're now gonna be forced to use the damned infinit stat growth.

So your thread may die in peace, don't worry.

Cheers mate :)
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Re: A Catch-Up Mechanic for Stats.

Postby KaiMolan » Fri Nov 03, 2017 12:16 am

maze wrote:
KaiMolan wrote:Stat Caps don't seem to be coming back and infinite progression is here to stay.


:lol: This shows how little you know of the community and J&L.

jorb wrote:Not huge on caps or decay, agree that progression is crazy.

Wed Nov 01, 2017 12:42 am, http://www.havenandhearth.com/forum/viewtopic.php?f=40&t=59018&start=100 :lol: :roll:


maze wrote:your idea is that, bad.
But I like to give a reason to people why it is bad.

you can't see the exploits of your own idea.
That's one of the biggest things you must think of before post here in C&I about game changing ideas.

Idea, how it can be exploited, how to stop the exploits, what does my idea effect on overall game, and is my idea fun.


As for it being exploited, well so can quite literally everything in this game(Suicide Credos, anyone?), exploits are found and dealt with when the need arises. No doubt it wouldn't be hard to exploit by having numerous alts all statted up to your main. Except that can't actually happen without resources and dedication anyway, though at some point I suppose half way is good enough. Which is already an issue in and of itself without this mechanic that needs a solution now anyway, and has plagued this game since legacy. As for other exploits, maybe you see a few more than me. So how about instead of saying it can be exploited, tell me how you see it being exploited. I am only a singular human afterall, and different perspectives breeds better ideas. Something the majority of whom have replied here seem to not understand.

Maybe there are solutions to those exploitation, maybe you can even provide a solution to the attrition of the player base? And if you're unable to come up with a better idea, and only wish to tell me how bad mine is from your perspective without detailing why you feel your perspective is correct, then don't post. Especially with the same arguments that others have made before you.
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Re: A Catch-Up Mechanic for Stats.

Postby KaiMolan » Fri Nov 03, 2017 12:20 am

ydex wrote:I believe someone (Potjeh) made the suggestion that the scaling of attributes should be changed from the current (highest stat = ur FEP) in to using a logarithmic scaling instead. This idea could both let newbs lvl fast and could (depending on harshness of scaling) prevent insane stat growth at decent levels.

This is a better idea, if we're now gonna be forced to use the damned infinit stat growth.

So your thread may die in peace, don't worry.

Cheers mate :)



This is actually a better idea, thank you. I only wanted a solution to a problem I saw, and you're(well Potjeh) the first person to suggest a legitimate alternative that wasn't a solution already discard by the developers. Considering Jorb likes infinite stat growth, and so do I(bring on that sweet, sweet dopamine!).

Have a good one.
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Re: A Catch-Up Mechanic for Stats.

Postby maze » Fri Nov 03, 2017 3:32 am

@KaiMolan
This shows how little you know of the community and J&L.


Example shop hats. Argument over. :geek:

next on the list. all my ideas are in my Sig under my link.
A few that have been added to the game have been removed.

And the fact we've had so many topics of progression with stat caps and without.
A lot of the faction leaders and known members of HnH have topics of progression in C&I.
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Re: A Catch-Up Mechanic for Stats.

Postby DDDsDD999 » Fri Nov 03, 2017 6:40 am

This idea is shit tbh.
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Re: A Catch-Up Mechanic for Stats.

Postby _Gunnar » Fri Nov 03, 2017 8:05 am

ydex wrote:I believe someone (Potjeh) made the suggestion that the scaling of attributes should be changed from the current (highest stat = ur FEP) in to using a logarithmic scaling instead. This idea could both let newbs lvl fast and could (depending on harshness of scaling) prevent insane stat growth at decent levels.

This is a better idea, if we're now gonna be forced to use the damned infinit stat growth.


nitpicking: i think he probably meant logistic scaling, not logarithmic.

its not beautiful and self-similar like the current power-law dependence, though :/

(I accept I might be the only person who cares about this, but from how diminishing returns everywhere in the game works, it seems like loftar does too..)


I also don't think that j&l like hard caps (which logistic scaling gives, effectively) because of their political-philosophical inclinations, at least thats the impression I get :)).

As people have said elsewhere, fixing hunger and tying combat effectiveness caps more strictly to item quality seems like a more sensible way to go that doesn't seem too radical.
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