Seperation of Life and Combat

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

Seperation of Life and Combat

Postby Archiplex » Fri Apr 08, 2016 3:18 am

I just made that other thread but this idea has so much more potential than the rest of it that I couldn't possibly leave it alone.

This is a big change to how combat will be progressed and played out.

Basically, what should be done is that UA, MC and Archery should be completely split from the rest of our normal skills (hereby dubbed as Life skills). Those three skills are now Combat skills, and the way they progress is entirely different.

Progression for combat skills should be based on time input and training the skills with multiple ways:

Early MC/UA/MM should be trained by using Archery targets, or Practice dolls, or beating up/killing small critters (Rabits, rats, toads, frogs, squirrels, etc.) This should be sufficient until around 25 Combat skill.

Once you are at 25 combat skill, the above methods do not work any longer. From here, you should be able to spar any other person who is also at least 25 combat skill, until around 50 combat skill.

At 50+, sparring no longer gives experience. From here, the only way to train them is by hunting and killing big game (Deers, boars, bears, etc.) This should work until around 200 combat skill.

At 225, you no longer gain experience from big game, and have to hunt Epic sized monsters (Mammoths, Trolls, any potential new monsters we gain). This only works until 250 combat skill.

At 250 combat skill, the only way to progress until 330, is by killing other players. Experience should be based on their combat level as well (For the most part, killing anyone with half your skill or less should not give any progression at all.)

The exact numbers don't really matter too much, progression should be moderately paced- these are just numbers I think would fit well.

Combat skills progress independently from Life skills, and the curiosity system is still in place (until something better comes along) for putting points into your Life skills. Combat Level should be a formula based off all of a person's combat skills combined.


Pros:
Non-timegated activity, it's something anyone can do at any time.
Allows ALL people to stay relevant in combat based on their time input into the game.
Due to the 250 cap, players wanting to become stronger than the normal may do so, but not overwhelmingly powerful (The delta between a 250 and 330 is noticeable, but not extreme enough that the 250 is hopeless)
Combat alts will require a much higher time investment to create, and this may desaturate their numbers.
Is progressed outside of the LP system, allowing all players to have a life skill if they desire to, and lowers the resources expended for combat alts
Allows hermits and smaller time players to maintain a fighting chance against stronger villages (while villages will always have an advantage, gear, it's much more fair than the current system)
Villages will no longer be able to mass-produce combat alts for this sake as well, further desaturating their numbers.

Cons:
Gives an advantage towards aggressors (Experienced pvpers will be stronger than those who only protect themselves)
Casual players may find it much harder to stay relevant due to not being able to produce combat characters during off-time.
Potential for botting (though, i find hunting-bots do not exist yet, and may have several hurdles to be created anyhow, while being easily defeated with minor combat changes... And if we get to the point where people can automate hunting, we have large issues to be concerned about)
???


I am fairly excited about this idea, and would sincerely love a rundown on potential flaws it could face.
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Re: Seperation of Life and Combat

Postby DDDsDD999 » Fri Apr 08, 2016 3:32 am

Easily bottable, especially in the lower levels. Super easy to make tons of combat alts, even manually. Unnecessarily complicated system that's alienated from the remainder of the character levelling system.

There's reasons we don't get LP per action anymore. Curios might not be perfect, but they're (arguably) better.

Tying specific actions into specific stat gains would basically be as if straw-dolls only raised farming skill, cone-cows only raised your survival, etc. Not necessarily bad, but it just sounds unfun.
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Re: Seperation of Life and Combat

Postby Archiplex » Fri Apr 08, 2016 3:42 am

DDDsDD999 wrote:Easily bottable, especially in the lower levels. Super easy to make tons of combat alts, even manually. Unnecessarily complicated system that's alienated from the remainder of the character levelling system.

There's reasons we don't get LP per action anymore. Curios might not be perfect, but they're (arguably) better.

Tying specific actions into specific stat gains would basically be as if straw-dolls only raised farming skill, cone-cows only raised your survival, etc. Not necessarily bad, but it just sounds unfun.


Botting is my biggest concern, and arguably this should be introduced after a change to either the core combat system, or AI improvements where it's just not simple enough to bot anymore

I'm not sure if early level botting is something that should be worried about, arguably 1-50 without fighting monsters should be much slower than if fighting monsters.

The system from 1-250 should be slow enough that a person shouldn't be able to make several alts quickly however (Unless they only get each to around 50)
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Re: Seperation of Life and Combat

Postby LadyV » Fri Apr 08, 2016 11:18 am

No its not balanced. It is botable and abuse ridden by subverting LP. Add in it to heavily favors combat.
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Re: Seperation of Life and Combat

Postby NOOBY93 » Fri Apr 08, 2016 11:37 am

No matter how complex you might think it is, action based leveling will just make people bot those actions. Curios try to make that very difficult by making you have to bot so many industries at the same time to fill your study with good enough curios, which most people don't do (that is, if your goal is to bot leveling).
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Re: Seperation of Life and Combat

Postby basuranephilim » Fri Apr 08, 2016 1:18 pm

I see that you've put a lot of effort in this, but what keeps going through my mind is that:

This will leave some if not most people completely defenseless against others.
Especially hermits will get shat all over.

I'm not really sure if I can get behind this plan in any form due to that tbh.
I appreciate realism, but there's a balance between realism (practicing your fighting and becoming stronger for it) and balance.
Fun and fairness are things that should be considered as factors in a game.

Allows ALL people to stay relevant in combat based on their time input into the game.

This is simply not true, it is only possible to stay relevant if you have the LUXURY to put a large amount of time into COMBAT GRINDING.
Unlike now, where you can slap in some LP curios, eat the right foods and shabam, relevancy in fights.


Also, combat dummies for item inclusion, to start out your training?
As a replacement for sparring, if you're a hermit (just to at least put some helpful criticism instead of tearing it all down ^__^'' )
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