Remove combat stats

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

Remove combat stats

Postby jordancoles » Wed Mar 14, 2018 7:43 am

Experiment time?

I want to see if making a shift away from the curio/quest grind norm would help players entering/returning to the game, and to keep the world playable for people who have stepped away from it for a few months. I also would like to give more importance to how you've built and invested in your character's combat deck.

>UA and MC are removed as skills so they will no longer be raised by spending LP
>UA and MC are now their own type of attribute in the character sheet
>UA and MC now increases as your character purchases relevant or impressive skills (to give developed characters a definite edge over fresh spawns with gear on)
>Stat cap of 100 UA/MC for skill-bought boosts (can go higher with gear bonuses & potentially credos(?))



A fresh spawned character would start at base UA/MC (1/100). Players can increase their UA/MC by buying the following skills:
yeomanry (4k LP, +5 ua/mc),
first aid (4k LP, +4 ua/mc), <<<<<<<< Yeomanry and first-aid would be the first skills you'd want to push for as a new player, which I think encourages the natural progression that we already have
plant lore (4k LP, +5)
tunneling (6k LP, +5)
woodsmanship (12.5k LP, +5),
tresspassing (20k, +5),
lawspeaking (20k, +5),
Theft (25k LP, +5),
rage (30k LP, +10),
siegecraft (125k, +10),
vandalism (50k, +10),
deep artifice (150k LP, +15),
Druidic Rite (150k, +15)


Combat discoveries, gear bonuses and bought skills are the only way to get an edge on your opponent. (200ua/mc cap if including gear bonuses, AC works the same)
If credos would provide additional boosts to ua/mc, then the max could potentially be 150-200 which would increase the cap to 300, or 400 with gear.

Pros:
-No UA/MC to grind on top of your crafting stats, meaning a higher likelyhood of jack-of-all trade characters being created rather than having separate, dedicated, farming alts
-Creates a barrier of entry for fresh-spawned characters but removes the impossible gap that's place between the long-term titans from world-start vs anyone joining the game later on
-More emphasis on gear and combat deck structure and combat discoveries
-Lowers the bar for pvp interactions to take place
-Might see more noob conflict
-Might make hunting more skill-based in the future because it would take a bit more planning
-Idk it's cool ok

Cons:
-Combat alts would be easier to make/more common
-Titans would never feel completely safe from being attacked/KO'd (Legacy)
-More gear durability loss in general
-More emphasis placed on gear qualities making the item grind more important
Last edited by jordancoles on Wed Mar 14, 2018 9:30 am, edited 6 times in total.
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Re: Remove combat stats

Postby jordancoles » Wed Mar 14, 2018 7:47 am

Things to also consider:
Should certain credos offer boosts to base UA/MC as well? This would potentially increase the stat cap to 150-200, but it adds a massive amount of time and energy towards the perfected character grind (because credos)
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Re: Remove combat stats

Postby IngloriouslyBad » Wed Mar 14, 2018 7:58 am

As someone who's always been interested in taking up arms under one faction or another I think this is/could be a cool experiment. As it is now, there's no chance in hell I could ever be considered for a recruit in a realms standing army, if there even is such a thing? Would take a year for me to grind my fighter to even be considered 'on the level'...

Of course though, I would still have my main being a farmer, and a specific 2ndary as my hunter/fighter. Would be alot more interesting to know that if I come across someone in the wild that he/she can't insta-gib me. Especially if it would be more about who's got the better counter deck instead of who's been playing human eugenics simulator longer. Hell, I wouldn't even mind going against someone who has 200Q armor to my 120Q at that point, cause it's only a small difference compared to what we currently have. Assuming of course that health stacking doesn't become the main factor of winning a fight with your proposed system.
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Re: Remove combat stats

Postby jordancoles » Wed Mar 14, 2018 8:16 am

IngloriouslyBad wrote:As someone who's always been interested in taking up arms under one faction or another I think this is/could be a cool experiment. As it is now, there's no chance in hell I could ever be considered for a recruit in a realms standing army, if there even is such a thing? Would take a year for me to grind my fighter to even be considered 'on the level'...

Of course though, I would still have my main being a farmer, and a specific 2ndary as my hunter/fighter. Would be alot more interesting to know that if I come across someone in the wild that he/she can't insta-gib me. Especially if it would be more about who's got the better counter deck instead of who's been playing human eugenics simulator longer. Hell, I wouldn't even mind going against someone who has 200Q armor to my 120Q at that point, cause it's only a small difference compared to what we currently have. Assuming of course that health stacking doesn't become the main factor of winning a fight with your proposed system.

I'm not sure how STR AGI and CON should be handled with this system in place yet. CON would be the most broken factor to consider I think.

For STR and AGI there could be a universal combat cap in place to limit your damage dealt and your combat speed vs your opponent, sure, or you could potentially be capped by the person that your fighting's stats vs your own (just a high number so that it isn't total over-kill territory but enough so that you can steamroll a fresh spawn)

STR can still be raised to the moon for other perks like mining and carrying things ofc.

I'm really not sure how to combat people having insanely high healthpools though, other than coming to a generally-accepted number that all players max out at
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

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Re: Remove combat stats

Postby vatas » Wed Mar 14, 2018 8:39 am

Definitely worth the thought experiment, very least.
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Re: Remove combat stats

Postby tigerlrg245 » Wed Mar 14, 2018 8:59 am

I like the idea of ua and mc being capped while regular stats aren't. Instead of weaker players not being able to do any actual damage, they will just do significantly less damage to someone with more health.
Agility will still be a big advantage but limiting the advantage to agility /dmg/health/quality difference seems fair enough. definitely worth experimenting with.

Not really sure how this would fit with pve though? I guess there's still enough progression with agility and equipment quality.

I like the idea overall. If implemented though maybe agility should be more of a factor to still give edge to stronger players in 1v1s. Theoretically you should never lose and any manuever using delta value (difference in agility) would still give adventage to stronger player.


jordancoles wrote:
For STR and AGI there could be a universal combat cap in place to limit your damage dealt and your combat speed vs your opponent
STR can still be raised to the moon for other perks like mining and carrying things ofc.


I don't know about this,i think having only the ua/mc stats capped would be a fair middle point, where you could defend yourself with correct play and deal measurable damage as well, and yet not make new characters stronger for no reason.
Maybe it's just because I don't like studying but am ok with eating :p (irl and ingame...)
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Re: Remove combat stats

Postby synaris » Wed Mar 14, 2018 9:26 am

i will always loath the idea of stat caps for any reason.

-1

i would just lose interest in playing after reaching the "end".
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Re: Remove combat stats

Postby jordancoles » Wed Mar 14, 2018 9:31 am

synaris wrote:i will always loath the idea of stat caps for any reason.

-1

i would just lose interest in playing after reaching the "end".

And what are your stats rn?
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

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Re: Remove combat stats

Postby synaris » Wed Mar 14, 2018 9:52 am

jordancoles wrote:
synaris wrote:i will always loath the idea of stat caps for any reason.

-1

i would just lose interest in playing after reaching the "end".

And what are your stats rn?


not high, but my best is over 4 times your suggested cap.
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Re: Remove combat stats

Postby DDDsDD999 » Wed Mar 14, 2018 10:05 am

I don't really like this. It'd basically be removing stats, and that's like 90% of the game. I think it'd just make the game feel pointless, why fight when you pump out combat alts every ___ days, the interval just getting shorter and shorter the later in the game. The world have to be reset every month so the world isn't just flooded with combat alts. I tried playing rust, but it felt so empty since I could just get the best guns in the first day or two, then the servers usually reset after a week or a month. Couldn't bring myself to invest time building anything cool or interesting.

I don't like any of the progression systems suggested. Combat discoveries are annoying (hence why you can study them), gear is already pretty important, and having to buy skills just so you can get the stats is just... eh. The more I think on this system the more I hate it.
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