Credos, new world and some fixes to some concepts.

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

Credos, new world and some fixes to some concepts.

Postby tyrtix » Sun Feb 04, 2018 9:51 pm

No, i'm not asking for world reset!
Returning a bit to see what's new around, i like new credos and most of the things that were put after them in the game, especially the new animals.
I hoped for pallisade bashing but it seems we won't have it still, and some credos seems a bit... dull maybe, in what they give: i hoped sometimes on things that you can get only with the right credo, like special items or skills, and i see most ppl still asks for skill and stat caps, wich will make the game a bit more fair and interesting in every time one enters the server.

I think then, that a good solution may be reducing by 2 or 3 times the gains in skills and stats, put a statcap at maybe 300 or 500 points in both. Put back again usefulness off some skills too: atm we have 13 skills, and any player basically needs to raise a lot of them to be useful or worth playing, this is wrong as any player is basically the same as any other, while specializing is nearly impossible; of 13 skills then, 3 of them are worthless: marksmanship has been nerfed to the point basically no one uses it, stealth have ONLY one use, and of the two melee and unarmed, only melee is really needed for fighting, the other is more or less garbage at higher levels even against animals, putting those skills in good use will means more chances for players to craft things useful for others, have a unique toon/character, and overall makes the game various.

In this way, i think that credos then should raise the skill and stat caps over the normal by some points, say 30 to 50 for relevant skills/stats for 1-2 levels in any credos, then add specific abilities: in the end, a player wich wants a different toon will have maybe 100-200 points in specific stats and skills, wich will make them really better in what they do, maybe to the point that in the whole server only 4-5 other toons will have the same things: making such characters reflects in what they can build, wich will be better than what a normal toon can make.
Also: with statcaps is possible to make all the walls bashable again.
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Re: Credos, new world and some fixes to some concepts.

Postby jorb » Thu Feb 15, 2018 3:04 pm

I don't see walls becoming bashable. Could see some case for a dynamic stat cap.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: Credos, new world and some fixes to some concepts.

Postby svino » Thu Feb 15, 2018 3:06 pm

tyrtix wrote:and of the two melee and unarmed, only melee is really needed for fighting, the other is more or less garbage at higher levels even against animals


What did he mean by this?
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