PVP STAT CAP GOOD

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

Re: PVP STAT CAP GOOD

Postby Nightdawg » Sat Apr 29, 2023 2:26 pm

telum12 wrote:Dumbass american fake-news roleplayer


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Re: PVP STAT CAP GOOD

Postby _Scipio » Sat May 06, 2023 11:59 am

telum12 wrote:
_Scipio wrote:I'm a fan of the nonlinear increase to bonuses like quality uses.

We have this but for the bonuses that stats apply, just adjust the formula until grinding the stats stops being reasonable at some point.

Simply put, increasing diminishing returns for increasing the stats.


Why do retards who don't know how the game work post shit like this.

Mfker even has a Trump picture. Dumbass american fake-news roleplayer, christ.


Deported. Come back when you learn to read.
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Re: PVP STAT CAP GOOD

Postby DonVelD » Sat May 06, 2023 12:32 pm

so you admitted we already have this yet decided to make a post saying we should have this. and if you want it to be applied to something that doesn't already, then maybe its a good idea to mention the thing. are you retarded?
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Re: PVP STAT CAP GOOD

Postby _Scipio » Sat May 06, 2023 2:00 pm

DonVelD wrote:so you admitted we already have this yet decided to make a post saying we should have this. and if you want it to be applied to something that doesn't already, then maybe its a good idea to mention the thing. are you retarded?


Yes. I didn't suggest to add diminishing returns. I suggested adjusting the formula, increasing diminishing returns. I think this is a good compromise to a hard cap. So that the stats would still confer a small benefit, but you wouldn't feel guilty about not eating optimally on a schedule in order to keep up with the stats leader.
mizdirector89 wrote: No, their version of 'interrogating' was just saying 'speak up, you better talk' over and over while they killed our characters.

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Re: PVP STAT CAP GOOD

Postby DonVelD » Sat May 06, 2023 4:11 pm

eh, i'd say hard cap would be better for the game & players. if someone is actively pvping the last thing that's fun for them is acquiring the pvp stats. if we just maxed them out and were able to quickly go pvp it'd save so much time and the game would feel much less like a chore.

even though i see why people would want to keep the "grind" aspect i feel like they'd still enjoy the hard cap in the end
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Re: PVP STAT CAP GOOD

Postby r0ck4ev3r » Thu Jun 01, 2023 7:26 pm

I'd vote to adjust the curve of stats; If the end value of PvP scaled with a function closer to the cubic root of the stat, that could normalize it better.
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Re: PVP STAT CAP GOOD

Postby jock » Sat Jun 03, 2023 4:32 pm

A tiered approach could be used in place of stat caps.

where the average player and quality is taken then people are graded off of that, giving them a maximum buff of 5% more than the average player.

So if the top Player is 1000 and then the "average would be 505 Same applies to quality. If the top b12 quality is 200 then the average is 205 (10 being the floor for both.

So if you are below the average you get a weapon and stats will only ever be 5% worse than the average and if you are above your only going to be 5% better. Then you can split this into quality ranges within each tier.

or example in this case for the PVP stat:
Tier 1 would be 1000 - 800 gaining 5% bonus over the average
Tier 2 would be 799-600 gaining a 2.5% bonus over the average
Tier 3 Would be 599-400 being the average and gaining no bonus
Tier 4 Would be 399-200 being 2.5% worse than the average
Tier 5 would be 200-0 being 5% worse than the average

over time these Teirs would progress but the swing would never be bigger than 10% from the worst to the highest players. The same would apply to armour and weapons. This would also mean that equipment has a longer value time for both loot and easier access to produce higher-tier equipment to compete more evenly.

Numbers are a rough example to show the system
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Re: PVP STAT CAP GOOD

Postby Clemins » Tue Jun 06, 2023 6:21 am

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Re: PVP STAT CAP GOOD

Postby Potjeh » Tue Jun 06, 2023 3:54 pm

How about equipment based caps? You can raise combat stats same as now, but the actual values used for combat calculations are capped at like 300. Instead of adding directly to combat stats, gildings raise this cap. So you can have like 2k str but you can only punch with 300 str naked, but if you put on a ton of str boosting gilding you can use like 700 of your 2k str. So you can have different combat builds based on what gear you wear, ie choose if you want to focus on gildings for str or for ua for example. You can get a lot higher stats than somebody naked if you put on a fancy equipment set that had a lot of XP poured into it via gilding song. An equipment set like that would be very valuable so every time you take it out you risk not just losing it, but your enemies gaining it. So generally you'd want to stick with mid-tier sets if it's not a critically important fight and thus a faction fighter wouldn't outstat a dedicated hermit by that much in a random encounter. And the best part about equipment capping is that it's not technically a hardcap so you can always grind it up, but since it's largely based on your industry it falls off fast like quality progression.
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Re: PVP STAT CAP GOOD

Postby DonVelD » Tue Jun 06, 2023 11:51 pm

no thanks gilding sucks also do you ever pvp like genuinely
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