Gilding based combat caps

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Gilding based combat caps

Postby Potjeh » Mon Feb 24, 2020 8:16 pm

So in the reset announcement thread we got a new method for reducing impact of stats in combat - stats within 2x of each other are made functionally equivalent. This sort of works, but I think it also unintentionally reduces value of equipment, and IMO equipment doesn't need this. And it doesn't really do anything against poopsockers with ridiculous stats. Instead of this I'd like to see caps on combat stats, but implemented in a way that also increases value of equipment so people are incentivized to bring out high end gear and the winner of a fight actually gains some valuable loot.

The idea is to basically set a base combat stats cap at a fairly low level so throwaway alts aren't too useful, maybe even as low as 100. This cap is raised by all your equipped gildings. You can raise your actual stats regardless of the cap as it is now, but your effective stats in combat calculations are hardcapped by this cap. So you can get an edge over you opponents in combat if you outgild them, but at the same time this means you have more to lose than them. This caps combat stats in a way that prevents poopsockers from running too far ahead of the pack, but doesn't place an actual hardcap on stat progression because thanks to quality progression you can always improve your gear set.
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Re: Gilding based combat caps

Postby Burinn » Mon Feb 24, 2020 8:22 pm

I don't know that I agree with this entirely, but this seems like the step in the right direction, especially in lieu of the spiraling changes. I agree that it would seem that there needs to be some kind of change to equipment to address this problem.
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Re: Gilding based combat caps

Postby wonder-ass » Mon Feb 24, 2020 8:28 pm

Potjeh wrote:So in the reset announcement thread we got a new method for reducing impact of stats in combat - stats within 2x of each other are made functionally equivalent. This sort of works, but I think it also unintentionally reduces value of equipment, and IMO equipment doesn't need this. And it doesn't really do anything against poopsockers with ridiculous stats. Instead of this I'd like to see caps on combat stats, but implemented in a way that also increases value of equipment so people are incentivized to bring out high end gear and the winner of a fight actually gains some valuable loot.

The idea is to basically set a base combat stats cap at a fairly low level so throwaway alts aren't too useful, maybe even as low as 100. This cap is raised by all your equipped gildings. You can raise your actual stats regardless of the cap as it is now, but your effective stats in combat calculations are hardcapped by this cap. So you can get an edge over you opponents in combat if you outgild them, but at the same time this means you have more to lose than them. This caps combat stats in a way that prevents poopsockers from running too far ahead of the pack, but doesn't place an actual hardcap on stat progression because thanks to quality progression you can always improve your gear set.


ive said this many times. stat cap didnt kill the game it was a lack of end game because grinding stats is the only thing to do late game. +1
while youre at it make armor a static armor class only thing that goes up by quality is armor wear. same with weapons.
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Re: Gilding based combat caps

Postby Zepar72 » Mon Feb 24, 2020 9:25 pm

I'm all in for a combat system that involves more, that just pure UA / MC skill pump. This way all other skills are important, to make quality clothes / glids.
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Re: Gilding based combat caps

Postby SaltyCrate » Mon Feb 24, 2020 11:18 pm

Surprisingly to me, it might not be a terrible idea.
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Re: Gilding based combat caps

Postby Resture » Tue Feb 25, 2020 3:12 am

+1
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Re: Gilding based combat caps

Postby Melkior13 » Tue Feb 25, 2020 10:17 pm

+1

Question for clarification: "Combat" means only PvP in this case? No effect against animals/trolls, correct?
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Re: Gilding based combat caps

Postby wonder-ass » Tue Feb 25, 2020 11:12 pm

Melkior13 wrote:+1

Question for clarification: "Combat" means only PvP in this case? No effect against animals/trolls, correct?


this directly also effects fighting ai lol.
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Re: Gilding based combat caps

Postby snapko » Tue Feb 25, 2020 11:26 pm

maybe just add a hard cap for stat value in pvp? like anything above, for example, 1000 for pvp interaction counts as 1000. So you still have growth pve wise, but for pvp combat there are no infinite scaling.
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Re: Gilding based combat caps

Postby wonder-ass » Tue Feb 25, 2020 11:34 pm

snapko wrote:maybe just add a hard cap for stat value in pvp? like anything above, for example, 1000 for pvp interaction counts as 1000. So you still have growth pve wise, but for pvp combat there are no infinite scaling.


why should you be able to 1 shot every animal in pve xd isnt that boring?
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