Critique post: Stat Cap

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Critique post: Stat Cap

Postby ekzarh » Thu Aug 11, 2016 9:02 am

This post is inspired by recent statcap removal. (tl;dr go to solution and conclusion
I'll try to avoid explaining obvious things to make post shorter. If someone questions some statements - please ask I'll give detailed explanation in comments.

There are some leverages which allow to achieve victory in MMORPG (or actually in any competition). I won't list all of them only the most relevant.

1) Skill - this is what remains when you give 2 people absolutely equal conditions. Like chess. You can't win chess with money, grinding, zerg or whatever.
You have only yours tactical and strategical thinking, reaction, prediction of you enemy. Teamwork if the games is team but nubmers are always equal (5 vs 5).
This is a pinnacle of game and its fun. This is what the best, thousand years-old games use as its base.

The downside of skill for MMORPG is - you don't need to spend time in game otherwise than for training the skill. So it decreases playtime.

Conclusion - skill must be highest leverage, but not 100%.

2) Quantity. Zerg. (you can divide all numbers by 4 to keep up with Haven population)
In most cases victory can be achieved by zerg. When zerg is a primary leverage ( e.g. meaning 5 players advantage in 25:25 combat is near 100% victory) it is not good and makes game less fun.
But it's not the worst. Mainatining zerg is a high challenge for a leader and his surroundings. This makes game blossom in social aspects.

When zerg is a second leverage to victory after skill - it's even more perfect. From one side - tem A of 10 high-skilled players can win over team B 30 lame ones. From the other side - zerg has to train and raise it's combat effectivenes.
And outcomes for the side are way more satisfactory than in other cases? If A wins - they are totally happy. If A loses - they are not frustraded they can blame zerg. If B wins - they are happy. If B loses - then yeah =) they are frustrated.

The downside of zerg leverage - it produces rise-and-fall of the empires. Zerg attaches to the core of skilled players, they pwn the world, get bored and dissipate. But that rarely gives big negative impact to the game.

3) Grind.
Stats, character skills, equipment, potions etc etc etc.

The main upside of this - players have lots and lots of hours of PVE content. Unlimited stats mean unlimited PVE content. So if a developer wants to make game played for long but cannot invent a good balanced system (it's not to blame - time lack, team size, other factors can make it impossible) - he just gives endless grind.
So yeah. Grind must exist in games. Otherwise we'll get chess.

But it has a bunch of big downsides.
1) If you need to grind - you make bots. Always. If the games has something to be grinded - there will be bots.
2) If a character created by bots can 1-button kill 3-5 of real players regardless of their skill - it is frustrating. This is a point where you leave the game. Would you play CS:GO if one of opponents has 5000% hp and unlimited ammo? Me - no.
3) (in case of no skill cap) you either start playing at the end of the game or you are nobody. Take 2 equal hadcore botting 24/7 and playing 16/7 players. The one who began the first - wins. More casual players? Don't make me laugh.



So what I'm trying to say.
Perfect MMORPG should have the following victory leverages 50% skill, 30% zerg, 20% grind.
Pros:
a) Players are more equal. 1 top-notch character cannot wipe the village of 10.
b) Bots give an advantage, but it is way smaller
c) Experienced players can join anytime. They'll have to be a bit inferior or work really hard but it's not 100% loss
d) Grind still gives an advantage, so players have to do PVE
e) Human is more valuable than its belongings - socializing is better for world domination than stripping newbs from their sticks and bones.
f) Permadeath is less painful if you can still kickass 3-month old char with 2-week old char if you are skilled enough.


CONCLUSION



In case of stat cap you
a) Stat 330 char of legit is very close to stat 330 char of botter. Botter would have better equipment. But the chances of victory would be about 25%.
*In case of botter uses combat assistance bots and brings 2 stat-330 characters - meh, you are dead meat. At least in current combat system
b) You are bored since you don't need to do PVE, Botter is even more bored after making 3-5 stat 330 chars.

In case of no stat cap
a) you have char stat-330, botter has stat 4400. Question closed. No chance in current combat system. Totally no chance. Even if he disconnects - you probably wont be able to kill him.
b) You can evolve further so have things to do other than PVP. Botter has a reason to keep bots running - he doesn't do PVE anyway - just jerks on his stats. ¦] Okay, he has a reason to do PVE too.

1st case is better PVP-wise, 2nd case is better in terms of making people play. And both of them are total crap.


SOLUTION



1. Make a combat system where human skills matter a lot more than character stats. So the one who made over 500 actual PVP fights(at least duels with friends) would be able to kill 2-3 people who have made 50 PVPs given equal characters.
2. Make combat system where combat assistance bots are less of value (this is really hard - banning for bots is waay easier)
3. Make leveling benefits so unlimited stat and quality character (stat 20000 and q300) has 50% chance to win against 2 players of same skill with stat 100 and q 40 and 10% chance to win against 3 such players. So there is a reason to grind. But reason to get more allies is waaaay bigger.

4- the simplest one. Make the growing stat cap at least. Add +10-+30 to all caps each week. This way people would have to do PVE all the time but botters would not get huge advantage.

No one have read until this place =)
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Re: Critique post: Stat Cap

Postby Grog » Thu Aug 11, 2016 9:07 am

Some nice thoughts and suggestions.
Favourite thread: viewtopic.php?f=9&t=3388
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Re: Critique post: Stat Cap

Postby ekzarh » Thu Aug 11, 2016 9:36 am

Grog wrote:Some nice thoughts and suggestions.

Thanks.
I hope Jorbtar would think so too =)
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Re: Critique post: Stat Cap

Postby Granger » Thu Aug 11, 2016 11:22 am

ekzarh wrote:Make the growing stat cap at least. Add +10-+30 to all caps each week. This way people would have to do PVE all the time but botters would not get huge advantage.

The argument for a stat cap was that it made it fesible (at least from a psychological standpoint) to join an older world, your 'growing stat cap' idea would counter that.

But since the devs decided to remove the limit the discussion is moot anyway.
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Re: Critique post: Stat Cap

Postby ekzarh » Thu Aug 11, 2016 11:35 am

Granger wrote:
ekzarh wrote:Make the growing stat cap at least. Add +10-+30 to all caps each week. This way people would have to do PVE all the time but botters would not get huge advantage.

The argument for a stat cap was that it made it fesible (at least from a psychological standpoint) to join an older world, your 'growing stat cap' idea would counter that.

But since the devs decided to remove the limit the discussion is moot anyway.


Partly true.
First
Let's say I join 2 motnth after the world start. If working hard I can get up to 300 + 8*20 = 460 cap. After that I can do +20 each week and keep up.
In case of no cap from the beginning - in 2 month there are 1k+ stats. And they can grow as fast as their bots produce food, so definitely faster than me.

Second
Let's say I'm a slacker, and got to stat 100 in 2 month. I still have more chances if the strongest foe is 460 than if he has over 1k. It is probably 5% instead of 1% but it's 5 times better.

Third
After second thought (about +20 at 460 is way harder than +20 at 300)
Maybe there shoudl be not +10 - +3- stat increase, but +3000 - +5000 FEP equivalent ( based on what a manual average player can do in a week). So in stat numbers cap increases slower but in FEP requirement it is constant.
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Re: Critique post: Stat Cap

Postby Granger » Thu Aug 11, 2016 12:43 pm

ekzarh wrote:After second thought (about +20 at 460 is way harder than +20 at 300)
Maybe there shoudl be not +10 - +3- stat increase, but +3000 - +5000 FEP equivalent ( based on what a manual average player can do in a week). So in stat numbers cap increases slower but in FEP requirement it is constant.


Even in case you apply this to not only FEP but LP also, please do the math for a old (or even perpetual world, as being aimed for as long-term goal by the devs) and you'll realize that you end up with no effective stat cap at all -> new players take a look and think won't be able to reach them, wait for new world.

A good part of the stat cap issue is a psychological thing in sense of the view of being able in theory to reach the top (similar to the american dream for which you have to be asleep to believe it) and not about if-or-if-not anyone will actually reach top characters stats in reality.

When new people look at H&H and percieve it as being unable to catch up they'll pass.
IMHO the stat caps were a mechanic to ease that particular problem and I'm sad to see them go for that reason.
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Re: Critique post: Stat Cap

Postby ekzarh » Thu Aug 11, 2016 12:58 pm

Granger wrote:Even in case you apply this to not only FEP but LP also, please do the math for a old (or even perpetual world, as being aimed for as long-term goal by the devs) and you'll realize that you end up with no effective stat cap at all -> new players take a look and think won't be able to reach them, wait for new world.

A good part of the stat cap issue is a psychological thing in sense of the view of being able in theory to reach the top (similar to the american dream for which you have to be asleep to believe it) and not about if-or-if-not anyone will actually reach top characters stats in reality.

When new people look at H&H and percieve it as being unable to catch up they'll pass.
IMHO the stat caps were a mechanic to ease that particular problem and I'm sad to see them go for that reason.


I'm considering only Haven as it is now - with wipes every 6-12 months.
Regarding the perpetual world you are correct.
And yeah - it is also a psychologial trick, not only and actual mechanic.

The way Haven is right now it's not ready for perpetual world yet.
For this to happen infinite grind should be replaced by another PVE content.
Maybe more of a classic MMORPG features could work - hardcap on everyting incl quality, Complex quests, raid-bosses. And monthly/quarterly content expansions. Scandinavian mythology gives a lot for that - giants, giant wolves, gods.

so that people may stop grinding stats and quality at some time, grind consumables a little and then risk their characters in order to gain another +10% to their combat capability by killing something extreme.
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Re: Critique post: Stat Cap

Postby Granger » Thu Aug 11, 2016 2:27 pm

Problem with your last post (more content) is that would be very labor intensive and is hardly doable for a 2 man team.
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Re: Critique post: Stat Cap

Postby ekzarh » Thu Aug 11, 2016 2:37 pm

Granger wrote:Problem with your last post (more content) is that would be very labor intensive and is hardly doable for a 2 man team.

This is true while fundamental game mechanics are not finalized.
It's hard to do things like combat + floating point + char controlled objects + siege
And until this is not finalized wipes are inevitable.

Imagine that all that is done and base mechanics is caved in stone.
Then weekly update should consist oа 2-3 bugfixes, 2-3 skill buffs nerfes, maybe 1 new item.

Monthly update would be 1 big quest or 1 monster + set of rewards/recipes.

Sounds doable although I never did gamedev
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Re: Critique post: Stat Cap

Postby vatas » Thu Aug 11, 2016 2:50 pm

How bout "soft" statcap? If you have for example 300 or more STR, all STR fep gains will be halved?

General idea would be that it would be easy to reach certain point but to advance beyond that would be grindy and slow.
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