Developed skull--too easy?

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

Re: Developed skull--too easy?

Postby jordancoles » Wed Jun 24, 2020 10:52 pm

svino wrote:
jordancoles wrote:
svino wrote:i feel like developed skulls should require like 5% or 10% of the top LP character (although minimum 100k) on the server, instead of some static amount.

Ripe for abuse early world unfortunately

You could funnel stats into characters and kill them off on day 1-2 and be set on skulls for the world (assuming they boost the bonuses from the throne)


Rush 100k lp on several characters just to get developed skulls? Is there any difference from that and now though?

The difference being that after a certain point no more developed skulls would be entering the game and it would turn into a myth like meteorite
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Re: Developed skull--too easy?

Postby MagicManICT » Thu Jun 25, 2020 4:45 pm

Have to agree with jordan on that one. If you set it to a percentage of the "top player," "average of top x% of players," or something similar, it'll break. A very, very low percentage (like 0.1%?) might work, but you'd have to do an analysis of existing, and more likely past players (thinking world 10 was last world that had a long run with a good player return rate). Setting a value based on the top players is acceptable to the masses if it allows others to try to get close to the top, but it has to be used sparingly else you risk driving your top players away.
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