stats/quality scaling to prevent world staleness

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

Re: stats/quality scaling to prevent world staleness

Postby Ozzy123 » Thu Dec 21, 2017 2:23 pm

iamahh wrote:7 cupboards at +2 STR equals 896, that is if every item you eat gives you +2, which is clearly not happening... you'll also need 448 eggs + meat, and assuming you have decent ql porks, flour and water, decent items on the table, maybe you'll get to 500 on one single stat...

but there's still Con and Agi, which makes pumpkin pie the best alternative, but still it's a no life game where veterans will prefer to have a small game population than lose their illogical advantage... if this advantage was statcap + temporary doublecap on just 3 stats, you'd have incentive for both noobs and veterans to keep active...


I got like 5000 str in 1 month playing for 1h/day when I came back after like 6 months of not playing, I was just buying food from the market and selling any usefull stuff that I found or looted. I think I could easily get 10k if I was buying stuff + doing cheese/pepper on my own but I'm too lazy for that on this world but nvm, my point is that if you know what to do, you can get 10k stats in a month easily.
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Re: stats/quality scaling to prevent world staleness

Postby loftar » Thu Dec 21, 2017 4:08 pm

Bulwonator wrote:the trouble of new people starting and being really just INSECTS compared to people who grind since the world beggining is a major concern.

I don't necessarily want to deny that this is a problem, but; conversely, if groups A and B are grinding just as hard, but group A has been doing that for twice as long, is it unreasonable that they derive advantages therefrom?
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Re: stats/quality scaling to prevent world staleness

Postby NOOBY93 » Thu Dec 21, 2017 4:23 pm

loftar wrote:
Bulwonator wrote:the trouble of new people starting and being really just INSECTS compared to people who grind since the world beggining is a major concern.

I don't necessarily want to deny that this is a problem, but; conversely, if groups A and B are grinding just as hard, but group A has been doing that for twice as long, is it unreasonable that they derive advantages therefrom?

He's not saying "remove stats". Advantages due to stats should exist, but not be this big. If skill had a much bigger impact in combat, stats would have relatively lower impact in combat, meaning a lower statted player would have the possibility of outplaying and destroying a higher statted player (while still being disadvantaged). This is the way I would combat the massive difference.
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Re: stats/quality scaling to prevent world staleness

Postby Teleskop » Thu Dec 21, 2017 4:52 pm

Ozzy123 wrote: I was making 10 cupboards of pumpkin pies a day early in the world.




Oh is it Balin using your account now? xD
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Re: stats/quality scaling to prevent world staleness

Postby skltnk00 » Thu Dec 21, 2017 6:07 pm

loftar wrote:
Bulwonator wrote:the trouble of new people starting and being really just INSECTS compared to people who grind since the world beggining is a major concern.

I don't necessarily want to deny that this is a problem, but; conversely, if groups A and B are grinding just as hard, but group A has been doing that for twice as long, is it unreasonable that they derive advantages therefrom?


Actually it's absolutely unreasonable. Every single game on a planet except of H&H understands that.
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Re: stats/quality scaling to prevent world staleness

Postby iamahh » Thu Dec 21, 2017 9:10 pm

just control 3 stats, con/agi/str

fixed cap and temporary double cap on top of that...

people could still farm endlessly the other stats and get better food and items...
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Re: stats/quality scaling to prevent world staleness

Postby Granger » Thu Dec 21, 2017 9:30 pm

skltnk00 wrote:
loftar wrote:
Bulwonator wrote:the trouble of new people starting and being really just INSECTS compared to people who grind since the world beggining is a major concern.

I don't necessarily want to deny that this is a problem, but; conversely, if groups A and B are grinding just as hard, but group A has been doing that for twice as long, is it unreasonable that they derive advantages therefrom?


Actually it's absolutely unreasonable. Every single game on a planet except of H&H understands that.

This. The likely result of the current defects is that group B looks at the mechanics and decides to play something else instead of starting to grind.

Regarding the comments that reaching 5k or more within a month being no problem is the clear indication of broken mechanics, quite often charisma based: Why study stuff at all when high enough charisma can give quest rewards of 1M+LP each? Such shit has to stop.

Endless growth is the definition of cancer, it's ok for a short while but then the problems start and get bad quickly.
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Re: stats/quality scaling to prevent world staleness

Postby Raiga » Fri Dec 22, 2017 2:05 pm

loftar wrote:
Bulwonator wrote:the trouble of new people starting and being really just INSECTS compared to people who grind since the world beggining is a major concern.

I don't necessarily want to deny that this is a problem, but; conversely, if groups A and B are grinding just as hard, but group A has been doing that for twice as long, is it unreasonable that they derive advantages therefrom?

And again - stats should be hardcapped by the quality of food eaten. Numbers won't go increadibly high but people who start earlier will still have their advantage coz of developed infrastructure and higher q seeds/animals. However, newbies will have a chance to catch up if they manage to buy/steal/loot stuff somehow.
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Re: stats/quality scaling to prevent world staleness

Postby Potjeh » Fri Dec 22, 2017 2:16 pm

loftar wrote:I don't necessarily want to deny that this is a problem, but; conversely, if groups A and B are grinding just as hard, but group A has been doing that for twice as long, is it unreasonable that they derive advantages therefrom?

Yes. It's utterly unreasonable for games to be patience contests, because they're supposed to be fun by definition. The thing where you grind for years all day long even though you don't enjoy it is usually called a job.
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Re: stats/quality scaling to prevent world staleness

Postby Teleskop » Fri Dec 22, 2017 7:01 pm

Seasoned players also have the major advantage of knowledge - like ozzy said,they know exactly what to do,where to do,what to sell and what to buy and that takes a bit of time to learn especially when content is flowing in large amounts like lately (not that theres anything wrong with it)
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