Level Cap for next world, but wait there's more, way more

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

Level Cap for next world, but wait there's more, way more

Postby XBBW » Wed Dec 25, 2024 5:13 pm

Yes yes, again this discussion about level caps, but hold on for a second. Hear me out.
What if we introduced level cap for world 17 of 17, you might think this is rather low, too low, but keep in mind unlike other mmorpgs where they have most of the time only 1 level to raise, haven and hearth has abilities (13 of them) and base atributes (9 of them) to raise and also we have gilding and to my knowledge an artifact (gilded piece of equipment) can only have 1 of same stat, unlike fep points like +1 and +2 of same stat, so maximum of that would be 17 too.

So for example with 2 pieces of shirts and 2 pieces of pants player could have extra 4 x 17, for example on top of 17 strength which would equal to 85 as we have that green numbers tooltips in default client. At first I thought that maybe have 170 maximum stat cap, but with gilding included there might as well be no cap and giving devs of headache of error messages that players can't equip certain items because if the cap was 170 with gilding included so it can't go above it, would be a waste too, so base maximum 17 with plus increase with gilding.
This could finally bring personalized "level class" in both pve and pvp. Someone who has 17 constitution and has every piece of gilding equipment at 17 for constitution to be a damage sponge or have all of equipment towards strength output, sure I've have read that those who have been knocked down and if they have bad enough wounds removing equipment with constituon buffs might kill them, but hey that's the "fun" of pvp.

Sure this will have issues like foraging when maximum player can get is 17 times 17 perp x explor so 289 which can be treated as 289000 curently, so of course that would mean that this level cap introduction makes all base atributes start at 1 rather than 10. Also gilding on top of perception and exploration just for I dunno end game foraging like world items, which devs can come up with anything. As for food once reaching 17 food could play like a different part to the game either giving food to tamed animals to increase their constitution to 17 or strength which can players fight pack of animals like wolves or deer. While for curios onced reacher all stats at 17, that is base 17 without gilding end game content could unlock and transform the game lp instead of being now used for upkeep claims could now be spend on global pool either ingame voting or boosting realms for "dominant" realm which could have better goodies spawn like dungeons or boost the rank of a village in that realm, xp doesn't really change much as we have hearth magic, but would be nice to see hearth magic included into combat like hearth magic only combat moves that use like 1xp or something like that.

Overall you still have your big numbers with gilding, but it will put players on same playing field so, sorry pvpers it will be skill issue now if you get knocked out by sprucecaps. Also this could allow more end game content and also maybe players could solo things like mammoths, dungeons or even trolls. Not sure about caves since there is level cap offer, so each cave level could go down to all the way to 17, first being like better stones which could go up to quality 17 and deeper players go the better metals, crystals and minerals and 17th level could have end game cave stuff.

So after every world onwards it would rise world 18 would be 18 level cap, world 19, 19 level cap and so on. Gilding would let players go past it and priotized their builds, while base atributes/abilities being capped out at 17 would support hermit play style the gilding buffs could let players to personalize their play style from minor to fighter, like bunch in 1, making wardrobes no longer just for looks, but also in a way choosing the class you want to be at this time.
Probably missed out other points which you lot will mention. Since endless stat grind seems fun at first, until you start gridning.

EDIT, this would mean that curio mental weight would need to be reworked, like rounded up so something like Horrid Love Dart mental weight of 120 could be change to 12 and let devs introduce even better curios all the way to 17 mental weight, but maximum should be 17 mental weight as gilding buffs would be like for end game curiosities which would need higher than 17 intelligence. Obviously it would beed to be tested with all gilded equipment, so there's no issues like unreachable stat requipments because of an extra 0.

ANOTHER EDIT, this could also introduce level caps to quests and credos. Raising Credos all the way to 17, but each achieved level of foragers credo let's say gives a reward, instead of at the end of the credo quast line, while also for the quest givers their quests could come with levels 1 to 17, so for a single quest giver let's say Xiavor it would have 17 quests which become harder and harder, but their reward becomes better, base reward for their level times your charisma, so at charisma 1 you would get default base reward, but with base maximum 17 you would get the best ones and again with gilding would be end game content like global quest line after completing all of 17 quests froma single quest giver, of course if it wasn't cut down or chipped away.
Last edited by XBBW on Wed Dec 25, 2024 5:58 pm, edited 1 time in total.
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Re: Level Cap for next world, but wait there's more, way mor

Postby noindyfikator » Wed Dec 25, 2024 5:52 pm

bro, you should use some text formatting. This wall of text is barely possible to read
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Re: Level Cap for next world, but wait there's more, way mor

Postby The_Lich_King » Thu Dec 26, 2024 4:42 am

Bruh.... most people can get 17 in every stat in a single day... like even the shitters like myself would find this cap horribly horribly low. People would have the highest gildings in and out of a few days. The player drop that normally happens in the mid-world would happen in a couple of days.

They once tried a stat cap of 300.... 300 was so horrifically low that, that would is considered one of the worst in the games memory and the memory of that world is often a wall to implementing stat caps.

I don't think you understand what big numbers mean... I have 150 in all my combat stats and those numbers are shit, even shitters will be far ahead of me... capping your numbers at 80-ish would be literally unplayable.

Also someone having higher stats than you is them being more skilled than you. 90% of this game is industry and production. If you have lower stats than someone then they outproduced you and are thus better at the game.

Now those people at the top % of this game have far too much power to screw you over, but if you have an issue with that you should be looking too target their ability to screw you, not kill the stat grind for literally all of us.
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Re: Level Cap for next world, but wait there's more, way mor

Postby Sephiron » Thu Dec 26, 2024 5:50 am

yes but have you considered 16?
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Re: Level Cap for next world, but wait there's more, way mor

Postby springyb » Thu Dec 26, 2024 10:14 am

noindyfikator wrote:bro, you should use some text formatting. This wall of text is barely possible to read


It don't matter Jorb ain't reading that lmao
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Re: Level Cap for next world, but wait there's more, way mor

Postby noindyfikator » Thu Dec 26, 2024 10:43 am

springyb wrote:
noindyfikator wrote:bro, you should use some text formatting. This wall of text is barely possible to read


It don't matter Jorb ain't reading that lmao


true, and they are on 8 months winter holidays anyway
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Re: Level Cap for next world, but wait there's more, way mor

Postby XBBW » Thu Dec 26, 2024 4:10 pm

The_Lich_King wrote:Bruh.... most people can get 17 in every stat in a single day... like even the shitters like myself would find this cap horribly horribly low. People would have the highest gildings in and out of a few days. The player drop that normally happens in the mid-world would happen in a couple of days.

They once tried a stat cap of 300.... 300 was so horrifically low that, that would is considered one of the worst in the games memory and the memory of that world is often a wall to implementing stat caps.

I don't think you understand what big numbers mean... I have 150 in all my combat stats and those numbers are shit, even shitters will be far ahead of me... capping your numbers at 80-ish would be literally unplayable.

Also someone having higher stats than you is them being more skilled than you. 90% of this game is industry and production. If you have lower stats than someone then they outproduced you and are thus better at the game.

Now those people at the top % of this game have far too much power to screw you over, but if you have an issue with that you should be looking too target their ability to screw you, not kill the stat grind for literally all of us.

So you haven't read additional levels to quests, credos, dungeons, cave levels and potential end game extra content?
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Re: Level Cap for next world, but wait there's more, way mor

Postby Valgar » Thu Dec 26, 2024 4:25 pm

It's important to notice you can't go over the double of your base stats equipping gilded stuff. You can't go over 34 if you cap it at 17.
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Re: Level Cap for next world, but wait there's more, way mor

Postby XBBW » Thu Dec 26, 2024 8:10 pm

Valgar wrote:It's important to notice you can't go over the double of your base stats equipping gilded stuff. You can't go over 34 if you cap it at 17.

Well what I meant that the base highest is 17 and everything else, but for the green numbers can go beyond it, but still maximum stat increase for gilding for each atribute/ability should not exceed 17, so gilding item to exploration highest it should ever go is 17+, so no 18+ or 19+. I am not sure how many equipment slots can have gilded clothing as in armor slots for torso and pants you can wear no armor clothing, which hopefully never gets fixed. Personally I would love if they made every piece of clothing gildable including backpack and pouches. Since there are 10 on each side so all 20 should be gildable event belts. So 20 times 17 as a green number on top of 17 maximum base. So level cap could go for each ability and atribiute to 357 (which is big anough number) that's 17 base maximum and 340 gilded on top. So then we could really have personalized classes like "bullet sponge" of 357 constitution. Sure it might seem like way more restricting than personal beliefs, but at least this might give players more personlization of quick edits either equip or unequip artifacts. Inlucing all of that quest, extra cave levels and other stuff mentioned above.
EDIT Yes this means in theory that too left hand and right hand can have gildable stuff either being able to place gildable items on that hand just like how store hats work, so gilding item and then axe on top of it for using axe, or making tools gildable as well. Haha artifact craze.
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