Stat curve shouldnt be changed

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Re: Stat curve shouldnt be changed

Postby Dakkan » Thu May 24, 2018 4:47 am

This was a much longer reply, but I took too long writing it out and it decayed to a "no."
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Re: Stat curve shouldnt be changed

Postby Luanes » Thu May 24, 2018 4:58 am

I kind of like Granger's idea, but I'm pretty sure that when I get hit by the decay, because leaving on vacations or working, I will not back to the game.

About progression: I like the idea to solo end game creatures ( like trolls and mammoths), but in my opinion, it should be "impossible" to kill them just with stats. I mean, you need to get enough stats AND equipment (q600+) to solo them.

If I would be able to ask for a progression based on player experience + game time, as 2 hours gameplay per day, I would suggest something like:

Tier 1: Ants on the first day; ( 2 hours of gameplay )
Tier 2: Bats on the first 3 days; ( 6 hours of gameplay )
Tier 3: Foxes & Adder on the first week; ( 14 hours of gameplay)
Tier 4: Deer & swams on the first month; ( 60 hours of gameplay )
Tier 5: Badgers & Boar on the 6-7 week; ( 84 hours of gameplay )
Tier 6: Moose on the end of second month; ( 120 hours of gameplay)
Tier 7: Bears & moose on the the third month; ( 160-180 hours of gameplay)
---------------------------------------late game tier -----------------------
12+ months;

If I would turn hours into stats, without high quality workstations, food, etc , I guess getting 1-3 of each stat per hour is fair.
if stats are above than 500, it should be crucial quality of food and workstation to be at least 50% of your stat to keep the pace ( 1 - 3 stats per hour ). Maybe decrease the FEP gain based on product final quality and your stats?


Tier 1: 6 points on "combat stats";
Tier 2: 36 points on "combat stats";
Tier 3: 84 points on "combat stats";
Tier 4: 360 points on "combat stats";
Tier 5: 504 points on "combat stats";
Tier 6: 720 points on "combat stats";
Tier 7: 1080 points on "combat stats";

And, of course, if a new player get good gear early, they shall be able to kill things earlier too, but they must have at least some kind of stats / skills to do that.

About team hunting:
I got no problem that a team with 5 - 6 players could kill a bear on the first week of the game, I really think that coordinaton and team work should be rewarding.

I'm pretty sure that this suggestion has many flaws, but I guess some of what I showed might work with something that you were thinking, and I know that this information is not enough to make "definitive plan" that can't be exploited, but getting something near it would be cool. At least in my opinion.

A palliative:
About the stats, to prevent titans as combatents and alts, I guess one "solution" is to increase the number of FEP(after fixing the symbels, satiations, all that things that needs change) for players that have their stats too unbalanced. Like, if you have one stat as 300% of your lowest stat it should be "okay"( example: 100 int - 300 str cool), but, above it, it should increase, progressively, the needed FEP to increase one stat level.

Example:
100int - 300str
300/100 = 300% ( okay )

X points to increase on stat level

100int - 301str
301/100 = 301% -> 1% more

X*1,01 points to increase on stat level

100int - 1200str
1200/100 = 1200% -> 900% more

X*9,0 points to increase one stat level

With the same example, let's assume that instead of increasing str the player increased int so:
1200/101 = 1188% -> 888% more

X*8,88 points to increase one stat level

1200/102 = 1176% -> 876% more


Another possibility, but this one I really don't like, is to "get the average stats" of the players on the world and then create buffs for newbs to catch up. Like 50% more LP and FEP if you're below the 25% global stats average / skill . This would be a catch up tool, but it's just meh for me.
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Re: Stat curve shouldnt be changed

Postby overtyped » Thu May 24, 2018 6:32 am

Instead of a 300 stat cap like before, what about a 3000 stat cap? that's reachable for most lategame.
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 curve shouldnt be changed

Postby jordancoles » Thu May 24, 2018 7:21 am

overtyped wrote:3000 stat cap? that's reachable for most lategame.

No it's not lol
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Re: Stat curve shouldnt be changed

Postby MagicManICT » Thu May 24, 2018 2:23 pm

As long as the qualities are as out of control as they currently are, it is. it's a matter if you actually want to bother with it.
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Re: Stat curve shouldnt be changed

Postby overtyped » Thu May 24, 2018 2:51 pm

jordancoles wrote:
overtyped wrote:3000 stat cap? that's reachable for most lategame.

No it's not lol

I said most, you play 1 or 2 days a week for an hour, so ofc you wouldn't reach it. But people who put in a little bit of effort can reach it easily.
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 curve shouldnt be changed

Postby jordancoles » Thu May 24, 2018 11:11 pm

MagicManICT wrote:As long as the qualities are as out of control as they currently are, it is. it's a matter if you actually want to bother with it.

It should probably be assumed that in the new world satiations and hunger bonuses will be toned down quite a lot
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

Check out my pro-tips thread
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Re: Stat curve shouldnt be changed

Postby overtyped » Fri May 25, 2018 12:13 am

jordancoles wrote:
MagicManICT wrote:As long as the qualities are as out of control as they currently are, it is. it's a matter if you actually want to bother with it.

It should probably be assumed that in the new world satiations and hunger bonuses will be toned down quite a lot

Well, a 3000 stat cap is still easy even with nerfs. This is the only kind of cap i would accept.
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 curve shouldnt be changed

Postby LadyGoo » Fri May 25, 2018 2:16 am

overtyped wrote:Well, a 3000 stat cap is still easy even with nerfs. This is the only kind of cap i would accept.
Even if the qualities would be slowed down and etc., what happens in 3-4-5 years time? The same thing, basically. Moreover, slowing everything would still mean slower development for the newcomers too. Perhaps, the devs should think of implementing mini-games for faster catch-up.

Hunger mini-game: 1. Set-up goal stats (how much and how many); 2. The game starts and tells you what to eat (mini-quests inside of a quest, get a special fork from the table to use its buffs). You may wanna gather quite a lot of unique food for this. 3. At the end, you should get more stats than if you would be eating them in a normal way.
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Re: Stat curve shouldnt be changed

Postby overtyped » Fri May 25, 2018 4:33 am

LadyGoo wrote:
overtyped wrote:Well, a 3000 stat cap is still easy even with nerfs. This is the only kind of cap i would accept.
Even if the qualities would be slowed down and etc., what happens in 3-4-5 years time? The same thing, basically. Moreover, slowing everything would still mean slower development for the newcomers too. Perhaps, the devs should think of implementing mini-games for faster catch-up.

Hunger mini-game: 1. Set-up goal stats (how much and how many); 2. The game starts and tells you what to eat (mini-quests inside of a quest, get a special fork from the table to use its buffs). You may wanna gather quite a lot of unique food for this. 3. At the end, you should get more stats than if you would be eating them in a normal way.

i've already suggested something like this. Tie quests with eating
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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