Stat caps, a good solution

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

Re: Stat caps, a good solution

Postby overtyped » Wed Jan 30, 2019 8:41 pm

wonder-ass wrote:you only need to bot pepper or be super rich to buy loads of pepper. the rest you can just afk cheese farm.

how2becomebigboi
  • buy good q cheese tubs to make curd
  • buy trays
  • buy milk/rennet
  • afk cheese farm
  • buy good table
  • feast
you only start needing pepper around the 10k+ mark

ya, i plan to do cheese this world. I find that grind boring, but winning isn't always fun. Dungeoning to lvl would be pretty fun tho, or selling my wares for some stat containers, but the future is currently looking mass cheese.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Stat caps, a good solution

Postby dageir » Wed Jan 30, 2019 8:55 pm

If the returns are sufficiently diminished as one "levels up", we do not need a hard cap. Make it very slow once you reach 1000 in a stat or whatever.
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Re: Stat caps, a good solution

Postby overtyped » Wed Jan 30, 2019 9:01 pm

dageir wrote:If the returns are sufficiently diminished as one "levels up", we do not need a hard cap. Make it very slow once you reach 1000 in a stat or whatever.
Good idea botters will just ramp up production and leave casuals in the dust.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Stat caps, a good solution

Postby Necroliter » Wed Jan 30, 2019 9:10 pm

overtyped wrote:Good idea botters will just ramp up production and leave casuals in the dust.


If we look at sqrt(X/10) example it will take 700 stats to increase effect from X30 to X40 (from 900 to 1600). So it will take some effort to get that extra 33% effect. It keeps increasing the further you go.
So if we assume player got 2500 stats it will take to 3600 to get that sweet sweet 20% increase.

Right now difference between 900 and 1600 is 78% in effect.
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Re: Stat caps, a good solution

Postby overtyped » Wed Jan 30, 2019 9:17 pm

Necroliter wrote:
overtyped wrote:Good idea botters will just ramp up production and leave casuals in the dust.


If we look at sqrt(X/10) example it will take 700 stats to increase effect from X30 to X40 (from 900 to 1600). So it will take some effort to get that extra 33% effect. It keeps increasing the further you go.
So if we assume player got 2500 stats it will take to 3600 to get that sweet sweet 20% increase.

Right now difference between 900 and 1600 is 78% in effect.

Not sure how that wouldnt just be making the game meaningless after a certain point of grinding.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Stat caps, a good solution

Postby dageir » Wed Jan 30, 2019 9:20 pm

The game IS meaningless.
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Re: Stat caps, a good solution

Postby iamahh » Wed Jan 30, 2019 9:23 pm

could work for a while, would create an "endgame" for groups
Last edited by iamahh on Wed Jan 30, 2019 9:26 pm, edited 1 time in total.
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Re: Stat caps, a good solution

Postby Necroliter » Wed Jan 30, 2019 9:25 pm

overtyped wrote:
Necroliter wrote:
overtyped wrote:Good idea botters will just ramp up production and leave casuals in the dust.


If we look at sqrt(X/10) example it will take 700 stats to increase effect from X30 to X40 (from 900 to 1600). So it will take some effort to get that extra 33% effect. It keeps increasing the further you go.
So if we assume player got 2500 stats it will take to 3600 to get that sweet sweet 20% increase.

Right now difference between 900 and 1600 is 78% in effect.

Not sure how that wouldnt just be making the game meaningless after a certain point of grinding.


Well, first of all - you can grind and get more stats (compared to hard-cap on stats). Many peoples (especially one who like the grind as main driving force in HnH) like big number (look at idle games).
Second - there will be difference in 1% or so between player with 918 and 900 in certain stats. It`s not much, but it exists. More stats means bigger difference.
Third - each person can define their own cap after which they will stop progressing. If they encounter challenge (dungeon or stronger player) they can push to overcome their arbitrary stat-cap.
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Re: Stat caps, a good solution

Postby overtyped » Wed Jan 30, 2019 9:26 pm

iamahh wrote:would create an "endgame", dungeons would be highly disputed, and they are harder to bot

A bot that has an ai that can do a dungeon intelligentently and coordinates with others and doesn't proceed or accurately runs if it's too dangerous and fights in combat properly would be as hard to make as haven itself.
Last edited by overtyped on Wed Jan 30, 2019 9:28 pm, edited 1 time in total.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Stat caps, a good solution

Postby Ozzy123 » Wed Jan 30, 2019 9:27 pm

I don't really like the idea of being forced to do dungeons to get higher stats, they are boring as fuck, I have done like 1 ever maybe
Last edited by Ozzy123 on Wed Jan 30, 2019 9:29 pm, edited 2 times in total.
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