Combat Stats and Equipment

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

Combat Stats and Equipment

Postby Onep » Thu Oct 27, 2016 10:17 am

An interesting idea I had about stat caps would be to only cap the combat stats and let the crafting stats keep progressing. One thing I thought that was particularly cool was how important gilding was with the stat cap. Gilding allowed you to go beyond the limit of the cap with specialized equipment. It rewarded you for investing in your gear instead of simply your character.

The goal behind this would be to instead shift the focus of high-end combat onto crafting more powerful gear. I think the bonus of the gear would need to become more significant, but it would place more focus onto the industrial side of the game. Perhaps some way to create masterwork items that are a step above the rest would also shine here. The way that industry scales with crop growth, tree growth, metal spiraling and now clay spiraling would allow for the late-game continual growth of characters. At the moment, honestly having perfect gear is pretty irrelevant, when you could just force-feed yourself cheese.

This change would obviously require a rather significant overhaul of the stats of equipment and necessitate quite a bit of re-balancing. The scaling of attributes you gain from items could also be taken into account differently so as to make them more significant. For example, as it is, adding 10 agility once you already have 300 isn't that big of a difference. So giving more weight to stats gained from equipment would increase its value.

I hope I was able to convey this idea well enough. It'd be a pretty tricky overhaul, but I think it could be a pretty enjoyable change. It'd allow for having the "goal" of capping stats (I think some people particularly enjoy having a goal they can reach), but still give the ability to invest in your character by constantly working on perfecting its equipment.

The biggest flaw I feel is that once you can create one particularly high piece of equipment, given the current state of things, you could easily create 100 more. If there isn't a good way to manage this flaw, I'd probably say this whole change wouldn't be worth it honestly. It would take away from that feeling of being a titan when you could just hand your stuff over to someone else and have them suddenly close the gap.
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Re: Combat Stats and Equipment

Postby Potjeh » Thu Oct 27, 2016 10:33 am

A+ idea, the bottleneck in crafting is usually materials q rather than stats so raising stats wouldn't be such a rat race.
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Re: Combat Stats and Equipment

Postby tyrtix » Thu Oct 27, 2016 12:36 pm

i'll grab popcorn and wait for the storm...
For me, it's an idea that may need some love :3
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Re: Combat Stats and Equipment

Postby loftar » Thu Oct 27, 2016 3:43 pm

There are interesting aspects to this idea, at least. I can see that the difficulty in creating gilded gear is very much out of proportion to that of simply leveling up the corresponding attributes further. Not sure exactly what to make of that, but it is food for thought.
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Re: Combat Stats and Equipment

Postby wilkesbooth » Thu Oct 27, 2016 3:45 pm

Problem is that it makes combat characters super spammable. The difference between god-tier equipment and acceptable equipment isn't that important considering how every character would be capped. With some balancing this idea could work. But jorb knowing how to balance, lol
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Re: Combat Stats and Equipment

Postby Kaios » Thu Oct 27, 2016 4:04 pm

wilkesbooth wrote:Problem is that it makes combat characters super spammable.


And yet we still had about just as much combat as we do now, in my opinion stat caps at least in regard to combat are a good thing. I still can't see the scents of tons of characters out there and I know jorb is just gonna say "well why don't you raise your exploration" and I can't because I still have to raise my UA/MC to at least 800 to become a somewhat useful fighter against the stronger characters.
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Re: Combat Stats and Equipment

Postby wilkesbooth » Thu Oct 27, 2016 5:50 pm

Kaios wrote:
wilkesbooth wrote:Problem is that it makes combat characters super spammable.


And yet we still had about just as much combat as we do now, in my opinion stat caps at least in regard to combat are a good thing.

I didn't mean that with the cap implemented. I meant if you are limited to 300 in UA/MC, but you have gear that gives +500 or more, your stats just become irrelevant and it's just a matter of spamming gear. I liked the stat cap, but trying to balance potentially infinite quality gear with a flat combat stat cap becomes impossible for jorb.
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Re: Combat Stats and Equipment

Postby Ysh » Thu Oct 27, 2016 5:52 pm

wilkesbooth wrote:I meant if you are limited to 300 in UA/MC, but you have gear that gives +500 or more, your stats just become irrelevant and it's just a matter of spamming gear.

What is problem of it exactly?
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Re: Combat Stats and Equipment

Postby loftar » Thu Oct 27, 2016 5:56 pm

wilkesbooth wrote:I meant if you are limited to 300 in UA/MC, but you have gear that gives +500 or more

Are you aware that buffs can't bring you above twice your "base" level? If you have gear that gives you +500 of something, a newly spawned character would still only be buffed to 20 (or 2 for an ability value).
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Re: Combat Stats and Equipment

Postby maze » Fri Oct 28, 2016 12:29 am

I don't mind this idea, had a similar idea myself.
just was not able to wrap my head around the math too well and felt like I was overthinking it.

But i forgot about this~
loftar wrote:
wilkesbooth wrote:I meant if you are limited to 300 in UA/MC, but you have gear that gives +500 or more

Are you aware that buffs can't bring you above twice your "base" level? If you have gear that gives you +500 of something, a newly spawned character would still only be buffed to 20 (or 2 for an ability value).


With this J&L can keep an eye on balance within the "buffs & bonuses" . my ideas don't even input this I always thought if a person with my idea had some way to get 1000buffs it would just happen ontop of the stat cap. lol.
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