Revamping the Credo System

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

Re: Revamping the Credo System

Postby shubla » Fri Feb 22, 2019 5:54 pm

terechgracz wrote:I don't need to work on mmo to know there is way to preditct if someone is bot or not. You could just extract some features from packets and train fuzzy neural network or just develop some function that calculates similarity of player's behaviour to general bot behaviour to predict if someone is bot or not. I don't know nothing about mmo production. I know some of machine learning and some game ai algorithms so i just gave you idea of developing such machine learning algorithm. I don't say it's simple because developing such algorithm takes time and lot of thought. But at least having some help from algorithm like this would allow you to wipe most bots off.
Anyways imo it would be big step forward for this game.

And in engineering no one cares if machine thinks or not as long it is black box which gives some valid answers.

And sorry for my previous loling at devs who work hard and has to hear statements like that :(.

"Yeah its easy just make a few neural networks to detect bots from packets"
You are really stupid if you think that is a viable solution for this game. If it was that easy, there wouldn't be bots in games like eve and wow which are heavily botted (and which also have a lot more money to develop anti-botting systems)
People would just start making private botting clients that have all kind of decoy systems in them that would make the neural network useless as it either would not detect the botters or would give many false positives.
EVEN If this was not the case, making a neural network which successfully identifies whether user is botting or not with 99.999% certainty is probably close to impossible, if not impossible.

jorb wrote:Note: The botting would really only be a symptom of the general badness of the idea. The fundamental problem with the task suggested is that it is not an interesting one, and that is also why it is possible and profitable to bot it. It has a very low informational content. You can say what you will about our quest generation algorithms, and I agree they could improve, but fundamentally they produce something significantly more differentiated.

I agree, better solution is just to modify these mechanics or add server-side things to make them easier, so there is less, or no need for bots.
Though some people will always bot, if they want to have the best characters and other things. They will automate everything that is easy to automate, because then you can do more of those things and benefit from that.

One way to reduce the advantage that one gains from botting is mechanics that decrease the gain that you get from doing a certain task for long time.
For example, hunger and satiation reduce the advantage that you get from botting food 24/7. BUT these mechanics are a bit flawed by themselves, because to maximize your fep gain from satiations, you have to eat small amounts as often as you can, and bots help a lot in doing this.
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Re: Revamping the Credo System

Postby pppp » Fri Feb 22, 2019 6:08 pm

Granger wrote:Depends on the boni one can gain by doing more than needed, dosn't it?

Nope. The only and fixed bonus should be getting a credo level. I cannot see, based on the current system, any reason do do extra quests.
If the bonus in question is a byproduct of the quest, like having a sensible level 2 artifact is a byproduct of doing "craft lvl2 artifact" quest then it can be done also without quest for mostly the same result.
If the bonus would be getting a better version of credo level, then, depending on perk in question everyone would go for it or ignore it, effectively increasing number of quests for certain levels.
I see these extra quests as a buffer for things that are impossible to or impractical to do, but not as something that would ever be done.
In fact credo level should be immediately completed after reaching required minimum.

Also, if there are optional perks in credo levels then half a year later after a number of patches some players will start complaining about not having that extra perk in their credo because something was useless then and now is a meta.
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Re: Revamping the Credo System

Postby loftar » Fri Feb 22, 2019 6:18 pm

DauntlessGolem wrote:Make it so to complete a credo, you fill a progression bar as you do what your credo entails. Got the farming credo? Plant and harvest crops. Pearldiver? Collect mussels and go for long swims.

Botting completely aside, that just sounds really not fun at all.

DauntlessGolem wrote:The reason I think it's intrusive is because you could mine your entire hearthling's life, but never be a miner, because the quests are too clunky and don't flow well with normal game play, so my idea is a way to fix that.

That doesn't sound unrealistic at all. In order to become a master of something, you can't just go about the same rote every day.

DauntlessGolem wrote:There's nothing worse than getting a quest that basically says "Quest: Press the Abandon button Reward: Lose 1 quest progression," especially when you have to grind out 30+ at a time.

Exactly what quests are going to be interpreted as "auto-abandon" will differ from person to person, according to their leanings and the materials they have access to, and I personally think that determining when to abandon is one of the more interesting aspects of getting a credo.
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Re: Revamping the Credo System

Postby budzilla » Fri Feb 22, 2019 6:22 pm

Tbh it sounds a bit more fun than the current RNG system in place.

First of my forager quests was to Pick 2x glimmermoss. At least give us some sense of progression. I've seen people get "reach cave level 5" on their very first quarryman quest, and after that it was "reach cave level 2". How does that make any sense?
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Re: Revamping the Credo System

Postby rye130 » Fri Feb 22, 2019 7:06 pm

loftar wrote:
DauntlessGolem wrote:There's nothing worse than getting a quest that basically says "Quest: Press the Abandon button Reward: Lose 1 quest progression," especially when you have to grind out 30+ at a time.

Exactly what quests are going to be interpreted as "auto-abandon" will differ from person to person, according to their leanings and the materials they have access to, and I personally think that determining when to abandon is one of the more interesting aspects of getting a credo.


Perhaps giving people a way to forfeit the quest without the punishment by doing other objectives could be a nice compromise, similar to the how the numen system works
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Re: Revamping the Credo System

Postby Miklo » Fri Feb 22, 2019 7:32 pm

Eh

Maybe, just like with the numen quests, give players 3 different quests they can do every time: an easy, medium and hard one where the easiest would just reroll the thing and give you no progress, middle one working just as the credo quests work now and the hard ones counting as completing like 2 or 3 normal ones.
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Re: Revamping the Credo System

Postby jorb » Fri Feb 22, 2019 7:38 pm

budzilla wrote:Tbh it sounds a bit more fun than the current RNG system in place.

First of my forager quests was to Pick 2x glimmermoss. At least give us some sense of progression. I've seen people get "reach cave level 5" on their very first quarryman quest, and after that it was "reach cave level 2". How does that make any sense?


That does sound off. Will look at that. I'm not at all opposed to adjusting particular quest rolls that can come up.
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Re: Revamping the Credo System

Postby rye130 » Fri Feb 22, 2019 7:45 pm

jorb wrote:
budzilla wrote:Tbh it sounds a bit more fun than the current RNG system in place.

First of my forager quests was to Pick 2x glimmermoss. At least give us some sense of progression. I've seen people get "reach cave level 5" on their very first quarryman quest, and after that it was "reach cave level 2". How does that make any sense?


That does sound off. Will look at that. I'm not at all opposed to adjusting particular quest rolls that can come up.


"Study 2 long ass study time curio" quests are always frustrating to get. Its not engaging or challenging just annoying.
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Re: Revamping the Credo System

Postby jorb » Fri Feb 22, 2019 7:46 pm

rye130 wrote:
jorb wrote:
budzilla wrote:Tbh it sounds a bit more fun than the current RNG system in place.

First of my forager quests was to Pick 2x glimmermoss. At least give us some sense of progression. I've seen people get "reach cave level 5" on their very first quarryman quest, and after that it was "reach cave level 2". How does that make any sense?


That does sound off. Will look at that. I'm not at all opposed to adjusting particular quest rolls that can come up.


"Study 2 long ass study time curio" quests are always frustrating to get. Its not engaging or challenging just annoying.


Which is precisely what I like. I appreciate the break from the incessant grinding that they offer.
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Re: Revamping the Credo System

Postby pppp » Fri Feb 22, 2019 8:06 pm

jorb wrote:Which is precisely what I like. I appreciate the break from the incessant grinding that they offer.

Grind 3k xp. Meditate twice with some pause between. Or grind 4.5k xp, meditate twice immediately.
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