Level cap

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

Re: Level cap

Postby magisticus » Fri Dec 01, 2017 12:39 pm

Potjeh wrote:The main problem is that people feel like capping stats means there's nothing to do when you reach the cap. To be fair that's mostly true, but the answer is making an actual endgame rather than extending the midgame to eternity. And having no stat caps makes it impossible to implement endgame, because in PvE you can just outgrind any threat and PvP is a straight up competition of who spent more time grinding (or more likely botting the grind).

Anyway, personally I'd like the cap at ~500 and maybe a buff to gildings across the board so you can theoretically get to 1000 with good gear.


You can already easily get gildings that good with the current system. Agree though that a 500 cap would be good, a 1000 cap would be ok. Also would like to see other ways to affect/specialise in combat abilities, with for instance gildings or particular types of clothing having effects like increasing attack weight/increasing block ability/reducing cooldowns by a percentage.

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Re: Level cap

Postby arcolithe » Sat Dec 02, 2017 4:35 am

magisticus wrote:
Potjeh wrote:You can already easily get gildings that good with the current system.

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hacks
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Re: Level cap

Postby juniormayrinck » Sat Dec 02, 2017 5:28 am

Granger wrote:The developers have expressed their ambition that the world should be one and be eternal.

I would suggest to concentrate your thinking on coming up with ideas that can solve the existing issues in a way compatible with that goal.

Thus should your idea on 'how to make the game fun' rely on or require 'world reset' as a mechanic:
Back to the drawing board, please, you're thinking in the wrong direction.


The game that they envision isn't the game that we've played, nor the one that would work with the infinite scaling and permadeath that made h&h what it is. And, honestly, neither is it the game that i would imagine most of the community loving like they do now as what actually got everyone i know hooked on haven years ago was the feeling of exploration and discovery that pushes you through the first few months until you transition into the infinite grind for ql, which is a fun part, but, it can't really support the game forever.

Be honest, can you imagine someone playing h&h for 2 years straight without a reset just because he wants a 600ql masterbreed of cows?
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Re: Level cap

Postby ricky » Sat Dec 02, 2017 6:45 am

juniormayrinck wrote:Be honest, can you imagine someone playing h&h for 2 years straight without a reset just because he wants a 600ql masterbreed of cows?


Image

Yes, Yes I can.
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Re: Level cap

Postby joojoo1975 » Sat Dec 02, 2017 11:42 pm

I really do not like stat caps or rather caps of any kind.

The overall problem is the botting that leads to Titan Characters.

I would really like to throw things in the game that would make botting obsolete, but from what I have been reading over the years, I don't think that it is possible, without re writing the game from the ground up.

but for now, I would like to make the stat cap, not a hard cap, but after a certain number, make the gains Damn near impossible

A. have the char go on credo like quests to have the stats go up every 10 points, and how the credo quests increase when you do them more and more, would be the same here

B. If the person dies, that char is gone. I want to bring back perma-death, screw all the state funeral, total body burial. Basically when a char dies, you have to make a brand new one. only thing you can inherit is the previous owner's claimed land. but you still have to re purchase all the relevant skills to yeomancy to improve/remove the claimed land. On another note, if we going to bring back perma death, lets also keep the KO's(personally I would not, but I know a lot of people like it) but lets step it up and if some guy hits you when you only have 10 points left, you don't accidently die, but all the points after you fall to 0 are now evenly added to all you battle wounds., so if you have 10 points left and he hits you with a 1000 point hit from his B-12, then 990 points will be distributed to all your wounds evenly.

gonna stop now, I rant too easily. Sorry
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Re: Level cap

Postby Granger » Sun Dec 03, 2017 2:54 am

joojoo1975 wrote:I really do not like stat caps or rather caps of any kind.

The overall problem is the lack of them leads to Titan Characters.

Fixed that for you.

On another note, if we going to bring back perma death, lets also keep the KO's(personally I would not, but I know a lot of people like it) but lets step it up and if some guy hits you when you only have 10 points left, you don't accidently die, but all the points after you fall to 0 are now evenly added to all you battle wounds., so if you have 10 points left and he hits you with a 1000 point hit from his B-12, then 990 points will be distributed to all your wounds evenly.

As wounds currently are what is deducted from MHP to reach the HHP, how should that not kill the character?
Last edited by Granger on Sun Dec 03, 2017 10:36 am, edited 1 time in total.
Reason: Typo fixed in the fix
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Re: Level cap

Postby joojoo1975 » Sun Dec 03, 2017 4:40 am

Granger wrote:Fixed that for you.


lol

Granger wrote:As wounds currently are what is deducted from MHP to reach the HHP, how should that not kill the character?


http://ringofbrodgar.com/wiki/Hitpoints#Wounds

So if you mean adding numbers to say concussion will actually kill you, then change it so it doesn't not kill you but give you heftier and heftier reduced abilities and attributes.
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Re: Level cap

Postby juniormayrinck » Sun Dec 03, 2017 5:38 am

ricky wrote:
juniormayrinck wrote:Be honest, can you imagine someone playing h&h for 2 years straight without a reset just because he wants a 600ql masterbreed of cows?


Image

Yes, Yes I can.

That's not 2 years of breeding, i've seen way higher pigs ""back in the day"", and very few people actually had two years of uninterrupted play. Plus how many other people you think this direction of gameplay will support? even more so when the scaling is taken into account. The endgame gets boring and when people get into the game they don't taste the endgame, what makes them want to stay playing h&h is the early experience. Noone joins thinking about how they'll grind their next 5 months for a nice kiln and finery forge.
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Re: Level cap

Postby viznew » Sun Dec 03, 2017 9:15 am

Man I'm late in here and I'd be a lier if I said I read everything but....


Keep no cap

At every 1000 or w/e it cost x2 as much to raise Stat after awhile will hit a wall can still progress but far far slower

Mabye
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Re: Level cap

Postby magisticus » Sun Dec 10, 2017 1:24 am

viznew wrote:Man I'm late in here and I'd be a lier if I said I read everything but....


Keep no cap

At every 1000 or w/e it cost x2 as much to raise Stat after awhile will hit a wall can still progress but far far slower

Mabye


Yes, that used to be the case. It used to be that due to the sqrt(level/10) formula for curiosities you would get your study up to a max of say 15k an hour or so and maybe just slightly higher if you got curiosities to ridiculous quality. However on approximately that number it would take 139 days to get the 50 million lp required for 1k in a stat, a further 417 days to get the 150 million required to increase that to 2k and a further 695 days to get the 250 million required to increase that to 3k. So yes, basically there would be a new world before the stats got too crazy. Additionally a lot of that could be earned while offline, meaning it wasn't necessary to grind all day to keep up. Now however, you can grind 10 million lp in a couple of hours and double up your stats with crazy level gildings with a decent road network which kinda turns that on its head. And people that grind for 5 hours a day or have multiple people doing it for one character will obviously do better. Game has become a little unballanced atm, which isn't really surprising considering the mass of updates and limited number of devs.. A level cap would take away the requirement to play for excessive amounts of time to compete.
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