Remove item qualities from curios and add stat caps again

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

Re: Remove item qualities from curios and add stat caps agai

Postby Finigini » Sun May 20, 2018 4:34 am

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Make stats important but only up to a point.
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Re: Remove item qualities from curios and add stat caps agai

Postby LadyGoo » Sun May 20, 2018 4:48 am

Make stats important but only up to a point.
They've also done all sorts of nerfs alongside with this. It did not change the landscape dramatically. The key is not about nerf-nerfing (it really doesn't help), but finding a way how newcomers could catch-up to some kind of fighting threshold within a month of playing no matter of the world stats or qualities.
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Re: Remove item qualities from curios and add stat caps agai

Postby DDDsDD999 » Sun May 20, 2018 6:08 am

Finigini wrote:Image

Make stats important but only up to a point.

What about people that reach the supposed "few month cap"? Are they just supposed to make another character, repeat until they have armies amassed? Do they act like the numbers they have matter past that, or do they have some meaningful impact on a fight? How much impact could that be?

Would a character that is grinded up the first 5 months of the world be nearly as impactful as a character grinded up for 5 months a year into the world? How does a world end correlate with this?

What about people that join later in the game, when industry quality is high and goods are plentiful? What if they join a faction, that has all of that industry stuff ready to churn out a new character? What if they're players that have game knowledge but are just deciding to start anew? What about complete noobs with no game knowledge?

How do 1v1s scale on this? Evenly numbered group fights? Group fights when outnumbered? Group fights when outnumbering the enemy? What threshold is there to being able to enter one of these fights and be impactful?

Why even does stat competition matter? What does being able to pvp someone mean? Why couldn't I just stay in my walls and avoid any possible conflict?

It's not as simple as a line on a line chart.
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Re: Remove item qualities from curios and add stat caps agai

Postby Finigini » Sun May 20, 2018 8:03 am

DDDsDD999 wrote:Lots of important Questions and an obvious statement.


I agree.
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Re: Remove item qualities from curios and add stat caps agai

Postby azrid » Sun May 20, 2018 9:28 am

330 cap is not an accurate way to test caps when you can have foods that increase your fep by thousands.
If you think w9 should conclude testing stat caps then you are hurting the games future or you have a plan to abuse grinding stats so much no one can fight you.
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Re: Remove item qualities from curios and add stat caps agai

Postby dafels » Sun May 20, 2018 11:45 am

idk w8 feasting seemed best for me tbh
it had a timegate, couldnt grind a titan in 1 day no matter how ahead you were in industry and there was no salt and the ridiculous food buffs/questing and i didnt see anyone having HUGE stats, it was faster character development at start, but now it is just pretty much linear for thousands of stats without it getting any harder to develop the stats because of the ridiculous shit. This kind of character development would be ok if there still was permadeathj in the game, but now there isnt and noone is dying the stats are getting out of hand!!!!!
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Re: Remove item qualities from curios and add stat caps agai

Postby jorb » Sun May 20, 2018 10:55 pm

jordancoles wrote:
azrid wrote:Unlimited growth endgame needs to be replaced with pvp endgame.

PVP, dungeon grinds and grouping up, roaming world bosses (dragons, massive bears, etc), credos and trade

Tons of things that could be made into meaningful endgame activities


Cute, but why do you engage in those activities? To gain stats or abilities that you otherwise wouldn't have. To become more powerful ingame in some way or another, right?
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Re: Remove item qualities from curios and add stat caps agai

Postby azrid » Sun May 20, 2018 11:28 pm

To rule the world or be the winner in your area.

Those world bosses could drop some resources that decay by the time next world boss spawns.
The resource could be used to craft something that gives an advantage to your group of fighters(weapon,armor or some buff).
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Re: Remove item qualities from curios and add stat caps agai

Postby jordancoles » Sun May 20, 2018 11:55 pm

jorb wrote:
jordancoles wrote:
azrid wrote:Unlimited growth endgame needs to be replaced with pvp endgame.

PVP, dungeon grinds and grouping up, roaming world bosses (dragons, massive bears, etc), credos and trade

Tons of things that could be made into meaningful endgame activities


Cute, but why do you engage in those activities? To gain stats or abilities that you otherwise wouldn't have. To become more powerful ingame in some way or another, right?

All aspects of the game point towards having an advantage in pvp, but you know that

That's how haven has always been and I have no problem with that. The problem that I do have though is with the stats and qualities of the current world. Sure grinding day in and day out for an edge is a perfectly acceptable playstyle, but when the result of that endless grind is unkillable titans that can take several full-damage hits while afk and then still come back to win the fight in a few moves, there is something wrong. In a recent fight video a guy took 3.9k shp damage and about 4k damage to his armor without being KO'd, and if that doesn't seem a little fucked up then idk what to say

Legacy had infinite growth as well, but even with einhar the armor, ua/mc and attributes were nowhere near as inflated as they are now and M_O_V_E_M_E_N_T_K_A_M_B_E_R_T helped a lot to inject a bit of skill into any combat interaction.
Hafen pvp is a numbers game in 1v1 and currently the numbers are off the charts.
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Re: Remove item qualities from curios and add stat caps agai

Postby tyrtix » Mon May 21, 2018 3:00 pm

yeah... i see a lot of people are still inside the skinner box min :p
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