Hardcaps creates high entry threshold for players

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Hardcaps creates high entry threshold for players

Postby Fostik » Mon Oct 09, 2023 1:40 pm

For last few worlds there were quite a lot of mechanics that limits qualities that various players can achieve from nature (hunting, foraging etc) based on tools, skills and other factors.
While most of the mechanics were added in order to limit speed of development, some of them may not be actual since other mechanics were added, example:

At first, survival hardcap were added to hunting - once you does at least 1 damage to animal, it will be hardcapped by your survival.
But then, another limitation were added, when you butchering the carcass, it is hardcaps all materials by your survival and butchering tool.

This mechanics drastically limits use-cases of player cooperation, when one more developed village could theoretically buy high quality game from other players around. In order for newbie/hermit to trade q300 bones with me, he should buy/grind q300 stone axe and get 300 survival, while average hermit/newbie will drop the game before that, or will less be interested in trade.

In my opinion haven mechanics should respect crowd-sourcing, motivate trade and cooperation between developed and developing players, rather than limiting it and making game effectively single-player.

Since 2015 all we see in mechanics changes is Loftar's brawl with top villages with numbers that top villages can get, literally makes game less playable for everyone else. I'll stress, top players should be taken out of scope for developers, as this competition only made game worse, while top players/villages always remains better since they put more efforts and knowledge to their gains.
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Re: Hardcaps creates high entry threshold for players

Postby Dawidio123 » Mon Oct 09, 2023 2:04 pm

Yeah the survi cap on hunted animals is probably not needed anymore since we have hardcap by a tool anyway. Just make it so an animal is still hardcapped when butchered but not when hunted, this way hermits can sell off good ql animals they wouldn't be able to butcher anyways.
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Re: Hardcaps creates high entry threshold for players

Postby vatas » Mon Oct 09, 2023 2:11 pm

Dawidio123 wrote:Yeah the survi cap on hunted animals is probably not needed anymore since we have hardcap by a tool anyway. Just make it so an animal is still hardcapped when butchered but not when hunted, this way hermits can sell off good ql animals they wouldn't be able to butcher anyways.

This was how it worked in Legacy...
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Re: Hardcaps creates high entry threshold for players

Postby Dawidio123 » Mon Oct 09, 2023 2:33 pm

vatas wrote:
Dawidio123 wrote:Yeah the survi cap on hunted animals is probably not needed anymore since we have hardcap by a tool anyway. Just make it so an animal is still hardcapped when butchered but not when hunted, this way hermits can sell off good ql animals they wouldn't be able to butcher anyways.

This was how it worked in Legacy...


Wasn't it a softcap on the tool tho in legacy? Or am i misremembering stuff?
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Re: Hardcaps creates high entry threshold for players

Postby VDZ » Mon Oct 09, 2023 2:50 pm

I don't have any strong opinion either way on this issue, but...
Fostik wrote:most of the mechanics were added in order to limit speed of development

Fostik wrote:At first, survival hardcap were added to hunting - once you does at least 1 damage to animal, it will be hardcapped by your survival.

This change wasn't made to limit speed of development, but to address the strategy of punching animals to death with an army of alts (limiting "player cooperation" was the whole point). This would become viable again if this were to be reverted. I have no strong opinion about that, but it's something that must be considered in this discussion.
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Re: Hardcaps creates high entry threshold for players

Postby vatas » Mon Oct 09, 2023 2:54 pm

Dawidio123 wrote:
vatas wrote:
Dawidio123 wrote:Yeah the survi cap on hunted animals is probably not needed anymore since we have hardcap by a tool anyway. Just make it so an animal is still hardcapped when butchered but not when hunted, this way hermits can sell off good ql animals they wouldn't be able to butcher anyways.

This was how it worked in Legacy...


Wasn't it a softcap on the tool tho in legacy? Or am i misremembering stuff?

In Legacy you had the tool/survival softcaps, but no caps on killing animals. This meant that you could sell intact bears to factions. Of course this, combined with Legacy boat sling hunting (with unlimited stone from boulders) meant that bear hunting bot was also a lucrative venture because the investment was boat/sling/10-20 marksmanship.
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Re: Hardcaps creates high entry threshold for players

Postby Dawidio123 » Mon Oct 09, 2023 3:07 pm

vatas wrote:In Legacy you had the tool/survival softcaps, but no caps on killing animals. This meant that you could sell intact bears to factions. Of course this, combined with Legacy boat sling hunting (with unlimited stone from boulders) meant that bear hunting bot was also a lucrative venture because the investment was boat/sling/10-20 marksmanship.


Oh yeah i remember selling bears to people, tbh right now neither the sling hunting or people using 20 alts to punch stronger animals would really be an issue due to armor, would it?
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Re: Hardcaps creates high entry threshold for players

Postby wonder-ass » Mon Oct 09, 2023 3:29 pm

VDZ wrote:I don't have any strong opinion either way on this issue, but...
Fostik wrote:most of the mechanics were added in order to limit speed of development

Fostik wrote:At first, survival hardcap were added to hunting - once you does at least 1 damage to animal, it will be hardcapped by your survival.

This change wasn't made to limit speed of development, but to address the strategy of punching animals to death with an army of alts (limiting "player cooperation" was the whole point). This would become viable again if this were to be reverted. I have no strong opinion about that, but it's something that must be considered in this discussion.


this is irrelevant now since u cant hit through armor.
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Re: Hardcaps creates high entry threshold for players

Postby DDDsDD999 » Mon Oct 09, 2023 4:33 pm

I think they should add another band-aid to hunting mechanics.
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Re: Hardcaps creates high entry threshold for players

Postby telum12 » Mon Oct 09, 2023 4:39 pm

DDDsDD999 wrote:I think they should add another band-aid to hunting mechanics.


+1

Make your weapon and armour Q hard-cap the animal too since those directly impact the hunting process :pray:
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