Credo stat boosts shouldn't affect base stats

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Credo stat boosts shouldn't affect base stats

Postby Valnar » Fri Nov 17, 2017 9:04 am

Its not really the biggest of issues, but after working a bit on the forager credo I kinda feel bad about having started it.

Since the perception and exploration boosts affect my base stats, my FEP gain is higher and my exploration costs more per point.
It feels like I wasted a fair amount of value getting the credo early on in my character and that I probably should have waited.

Like it seems a bit unnecessarily noobtrappy.

If instead the credo acted as a buff bonus instead of adding to base stats it'd feel nicer.
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Re: Credo stat boosts shouldn't affect base stats

Postby KitsuneG » Fri Nov 17, 2017 9:30 am

Totally agreed. many people already suggest it, devs pls
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Re: Credo stat boosts shouldn't affect base stats

Postby ctopolon3 » Fri Nov 17, 2017 10:28 am

wat r u crying about?
even u have 10 exploration ull get +10 (16500LP) if 20+10 = 25kLP \\ its more than credo costs
even u have 40perc, and +10 (50total FEP) (if u cant get 50FEP with current food system ......)
subscribe + verification + variety bonus + hungerLVL + symbel + fire= ~20-40FEP per 1% hunger at first week of world
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Re: Credo stat boosts shouldn't affect base stats

Postby azrid » Fri Nov 17, 2017 11:07 am

Use exploration+perc gildings.
If you do that you'll be happy its not a buff but base stat.
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Re: Credo stat boosts shouldn't affect base stats

Postby Valnar » Fri Nov 17, 2017 3:28 pm

ctopolon3 wrote:wat r u crying about?
even u have 10 exploration ull get +10 (16500LP) if 20+10 = 25kLP \\ its more than credo costs
even u have 40perc, and +10 (50total FEP) (if u cant get 50FEP with current food system ......)
subscribe + verification + variety bonus + hungerLVL + symbel + fire= ~20-40FEP per 1% hunger at first week of world


Its not that its more than the credo cost, its that due to scaling costs it will always be more valuable to hold off on getting it.

like if I waited to 100 exploration, I'd get something a bit north of 100k lp worth of value. if I waited to 100 perception I'd get like over 1000 FEP worth of value.

The value would only grow the longer you hold off. Its kinda annoying, especially early on when players might not know about this.

also +10 at 40 perception would be at a minimum 400 total FEP, and thats if you already have a stat at 50.

azrid wrote:Use exploration+perc gildings.
If you do that you'll be happy its not a buff but base stat.


Why is that?
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Re: Credo stat boosts shouldn't affect base stats

Postby DDDsDD999 » Fri Nov 17, 2017 5:07 pm

Devs already responded, though I think the reasoning is shitty too
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Re: Credo stat boosts shouldn't affect base stats

Postby Valnar » Fri Nov 17, 2017 5:28 pm

DDDsDD999 wrote:Devs already responded, though I think the reasoning is shitty too


Ah, I see.

It still seems like an unnecessary noob trap. Also I would have thought that the credos having increasing costs would have provided interesting enough choices.

I guess I'll just have to hold off on getting farmer or just wait at the last step and not complete the last set of quests for a time.
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Re: Credo stat boosts shouldn't affect base stats

Postby azrid » Sat Nov 18, 2017 2:07 am

Valnar wrote:like if I waited to 100 exploration, I'd get something a bit north of 100k lp worth of value.

If you waited for 100 exploration you'd be way past seeing all the relevant forage items so the actual value is just for tracking scents.
The value of forager credo is getting 2x of an edel/glimmer/bluebell. You'll make that lp value back many fold the sooner you get forager.

Valnar wrote:
azrid wrote:Use exploration+perc gildings.
If you do that you'll be happy its not a buff but base stat.


Why is that?

Because at base quality 10 youll get +40 perc from full set of glass beads. Couple that with q10 glasses its 45 perc.
Base quality wax impregnated lining is +40 exploration. Or even more noob friendly leather patch is +24 exploration and survival

Not sure if you are aware of Havens awesome gilding system but it should be a noobs best friend.
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Re: Credo stat boosts shouldn't affect base stats

Postby Valnar » Sat Nov 18, 2017 3:42 am

azrid wrote:
Valnar wrote:like if I waited to 100 exploration, I'd get something a bit north of 100k lp worth of value.

If you waited for 100 exploration you'd be way past seeing all the relevant forage items so the actual value is just for tracking scents.
The value of forager credo is getting 2x of an edel/glimmer/bluebell. You'll make that lp value back many fold the sooner you get forager.


I guess I see that for exploration, but would you say the same about the other stats like masonry, farming, strength, etc? the other parts of forager are really nice, you're right there.

azrid wrote:
Valnar wrote:
Why is that?

Because at base quality 10 youll get +40 perc from full set of glass beads. Couple that with q10 glasses its 45 perc.
Base quality wax impregnated lining is +40 exploration. Or even more noob friendly leather patch is +24 exploration and survival

Not sure if you are aware of Havens awesome gilding system but it should be a noobs best friend.


I get that about the gilding system, but why would that make me happy its a base stat rather than buff? That's what I was asking about.
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Re: Credo stat boosts shouldn't affect base stats

Postby Granger » Sat Nov 18, 2017 12:03 pm

Because a buff will only work as long as you have enough unbuffed stat. Putting a +100 set on a fresh spawn would only double the +10 that is there in the first place.

Also in case you die you end up with higher stats, you inherit what you get from your ancestor but the boni from the credos get applied afterwards, so they go on top.
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