Experience mechanic for stats

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

Experience mechanic for stats

Postby ErdTod » Wed Oct 03, 2018 12:49 pm

Experience was introduced to limit lp gain for characters that don't do anything in game, but quite a small time of running around would give you enough for some more of afk lp gain. And an active character would get more exp than he'd spend.

Why not do the same with stats? Basically, what Salem did with very small skill gain for doing stuff. But instead of stat gain - there can be exp gain for stat.

I.e. you chopped wood: have a possibility to eat +1 of strength. You've caught a fish - get +1 possible survival.
If you don't have that stat XP point - when you eat that stat - nothing happens.

Idea is that active characters would get enough "stat" xp for eating and developing that stats, and chars that are just there to stand and eat+salt+eat+repeat will be limited (i.e. expendable characters). This would also induce a bit of chore reward feel (like Salem wanted it to be).
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Re: Experience mechanic for stats

Postby maze » Wed Oct 03, 2018 1:07 pm

The only thing is really see this doing is slowing down the casuals (what we don't want).
and doing nothing to those who bot or play heavily.


It does not really effect early game.

But once you get late game and the casual is a farmer tryng to exceed 300 or 700 or 2000.
he'd need a large farm or to be fishing all the time or hunting w/e.
he'll barley have time to make the exp for one level.

Casuals already have little time to make curios as is, there is no point in putting gate on it too.

It's not a bad idea however, just needs more thought.
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Re: Experience mechanic for stats

Postby Aceb » Wed Oct 03, 2018 1:26 pm

ErdTod wrote:Experience was introduced to limit lp gain for characters that don't do anything in game, but quite a small time of running around would give you enough for some more of afk lp gain. And an active character would get more exp than he'd spend.

Why not do the same with stats? Basically, what Salem did with very small skill gain for doing stuff. But instead of stat gain - there can be exp gain for stat.

I.e. you chopped wood: have a possibility to eat +1 of strength. You've caught a fish - get +1 possible survival.
If you don't have that stat XP point - when you eat that stat - nothing happens.

Idea is that active characters would get enough "stat" xp for eating and developing that stats, and chars that are just there to stand and eat+salt+eat+repeat will be limited (i.e. expendable characters). This would also induce a bit of chore reward feel (like Salem wanted it to be).


Because it would lead basically to bots running around chopping trees to gain +1 strenght. Similar for other stuff.
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Re: Experience mechanic for stats

Postby ErdTod » Wed Oct 03, 2018 2:03 pm

You end up without trees in the neighborhood which is not perfect. While you can just plant them, this'd be still more of a hustle for botters than just sit at home and gobble, i believe.

As for slowing down - I had that in mind. Late game should be harder - i.e. the higher your stat is, the harder is to get it even higher. I'm not entirely sure if it's that good as I envision it when writing this, but that'd mean that your stat gain is the result (reward) of your actions, and not just your char being fed, or your combat alt being bulked up. I.e. slowing down is intended.

But, as I imagine, the amount of slow down shouldn't be a big problem for a casual. Just a problem for a char that doesn't do anything but stat gain.
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Re: Experience mechanic for stats

Postby Luanes » Wed Oct 03, 2018 7:01 pm

I like the "Core" idea behind it. So I will try to dig further to transform it on something that more people could like it. Or just spitting out some thoughts.

One of the main problem about the eating for stats is the fact that who is ahead just spam eating and they get a lot of stats in just one time. So, what if when you eat you make a "virtual" stat that will, overtime, increase your stats AND, if you do any activity with that stat, it increase a little faster?

Like this:

You have 10 strenght and you eat until 40 strenght. Instead of instantly getting the extra 30 points, you will slow over time increase one stat point. Something like 1 stat point for each hour.

But if, in the mean time, you do any strenght activity ( smelting, minning, cutting, etc) you will haste the time to increase that stat point. It doesn't need to be INSTANTLY increasing points after doing the activity but, after doing 5-10 activities, you will gain 4 stats instead of one for that hour OR 1 stat point for each 15 minutes, or something like that for a "X" amount of time ( maybe 5 activities: 15 min stat gain buff, 10: 1 hours, 20: 4 hours, 40: 16 hours, 80: 64 hours).

This way, at least, if you eat 1000 str points in one tap, it will take 41,6 days AFK doing nothing to get these stats or 11 days with some activity.

Still, this idea brings another problem: It turns really impossible to catch up anyone that is already ahead, just because the maximum stat increase pace is the same for the new player and the old player. It's possible to create another mechanisms to prevent that like, if your "Real" stat point is LESS THAN 3/4 or 1/2 the top attribute player, it should gain an increase on the stat gain. Still a 'meh' mechanic, but just to bring the problem here too.
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Re: Experience mechanic for stats

Postby neeco » Wed Oct 03, 2018 7:16 pm

Luanes wrote:Still, this idea brings another problem: It turns really impossible to catch up anyone that is already ahead, just because the maximum stat increase pace is the same for the new player and the old player.


You could have the gain rate become slower the higher the stat already is to compensate for this.
Arguably botters are still going to be able to do this easier since they can bot all the various activities fairly easily I think, where a casual player might not have time, but then again botters will always have an advantage. That is the point of doing it.

I would very much like to see something that allows for more realistic combat scenarios: If one man fights against an army, even if he is very skilled, he will eventually die. He will become tired or overwhelmed.
But in haven, a titan is a god compared to the average player. Invincible, unavailable. Somehow balancing the stat differences will help to alleviate the focus on stat grinding, and combat can then become more focused around skill, tactics, and manpower.

So as Luanes said,
Luanes wrote:I like the "Core" idea behind it.


Stats need a balancing change of some form for sure.
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Re: Experience mechanic for stats

Postby maze » Thu Oct 04, 2018 2:21 pm

So a little more thought into it.

If a toon had a energy/boardness bar for each stat. And it took 12-14 hours for it to refill. Sorta like hungry bar, youd have 300% at the start of your bar (90-100% full)

You have to then pick an acceptable spot for stat growth.

Example:
Each harvest gives 0.015 needing 67 to pick to gain one point.

With the boost you gain 0.045 needing only to harvest 23

Could also give a bonus to people who have been offline for 12 hours.

Then lastly how many harvest till that char should be 0% for harvest and needs to go work on another job.

It cant be done by (10 stats a day) rather by 200 harvest a day. After that you gain no exp to that stat and would be forced to work on another.

This time gates really hard and makes it so newbies could never catch up.

More.thinking needed
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Re: Experience mechanic for stats

Postby Granger » Thu Oct 04, 2018 4:38 pm

We had that, last year: viewtopic.php?p=707369#p707369
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Re: Experience mechanic for stats

Postby Luanes » Fri Oct 05, 2018 5:50 am

Well, I liked the outcome of the discussion on your original topic, Granger. Maybe someone can merge both threads?
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