limit combat lvl (melee and ua)

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

limit combat lvl (melee and ua)

Postby Skorm » Fri May 14, 2010 6:28 pm

the reality is, combat is a number, unless you got exactly the same gear and lvls then your enemy combat is more likely to own someone in 3 hits or less, as well as its limitless,this game goes for offence whit poor deff, a plate can save your life, but, for how long ?, there is a point were the best plate made will be owned along whit the owner of it by one fist of a player who just got UA and str, same for walls, you cant get anything better then brick, but you can get something better to won brick, again, there is a point were the deff is just useless, it will aply a rule, the first to hit wins the duel.
d_datica wrote:Get the damn server back up before I go back to having a life

USER WAS PUT ON PROBATION FOR THIS POST

~art By SacreDoom
User avatar
Skorm
 
Posts: 925
Joined: Wed Mar 03, 2010 6:01 am
Location: on a house, with a computer

Re: limit combat lvl (melee and ua)

Postby bitza » Fri May 14, 2010 7:10 pm

/in b4 Hel

e; oh snap, you made it to CI..congrats
Karede wrote: It takes a special kind of autism to play this game
User avatar
bitza
 
Posts: 1461
Joined: Wed Dec 30, 2009 2:07 pm

Re: limit combat lvl (melee and ua)

Postby Skorm » Fri May 14, 2010 7:16 pm

bitza wrote:/in b4 Hel

e; oh snap, you made it to CI..congrats


??????????????????????
d_datica wrote:Get the damn server back up before I go back to having a life

USER WAS PUT ON PROBATION FOR THIS POST

~art By SacreDoom
User avatar
Skorm
 
Posts: 925
Joined: Wed Mar 03, 2010 6:01 am
Location: on a house, with a computer

Re: limit combat lvl (melee and ua)

Postby bitza » Fri May 14, 2010 7:30 pm

Ok, fair enough, we all know what you're getting at with this.

The system of uncapped skill leveling tends to create an imbalance in the offense/defense structure of pvp warfare and claim invasion, as a player is theoretically able to level their offensive combat skills to any value. However, the quality of armor and the strength of brick walls do have a stricter cap on their benefits; therefore, the only possible way to "keep up with the Joneses" is to grind/macro/milk cows to the same level as your attackers, in order to be able to breach their walls and be competitive in live pvp combat.

There will come a point where walls will become nothing but a minor inconvenience to a dedicated raider (some say that point is already here). The same can be argued for armor, as armor strength is limited to quality, which is limited by several skills and materials quality. However, the offensive sides of raiding have no such limits, so in effect the cycle of "invade > counterattack > summon > reincarnate > grind > numen > repeat ad nauseum" will become the norm of player combat.

So I think what Skorm is arguing for is capped skill levels.
Karede wrote: It takes a special kind of autism to play this game
User avatar
bitza
 
Posts: 1461
Joined: Wed Dec 30, 2009 2:07 pm

Re: limit combat lvl (melee and ua)

Postby DatOneGuy » Fri May 14, 2010 8:54 pm

Well a linear line will always be able to surpass a simple number, I do believe something should be done to beef up defence to some extent to make it both possible to raid, and possible to defend if you have enough time to spend doing it, however I don't think skill value caps are the way to achieve it, that simply means that once they hit their goal they'll come after you assuming the goal is enough. It also creates an 'endgame' that comes a lot faster than it should, if the cap was let's say 999 for all skills, what would you do once you get the few you want to that point? Finish making your character the holy grail of everything at 999? That's boring. That brings in the 'achievement' idea which is a crock of shit. In this game you decide what you want to achieve and you go do it, it's full sandbox, no limits, the worst place to start limiting is with stats/skill values.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . .Hi. . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
User avatar
DatOneGuy
 
Posts: 5553
Joined: Sun Apr 18, 2010 7:50 am
Location: I'm in Miami, trick.

Re: limit combat lvl (melee and ua)

Postby Skorm » Fri May 14, 2010 9:40 pm

DatOneGuy wrote:Well a linear line will always be able to surpass a simple number, I do believe something should be done to beef up defence to some extent to make it both possible to raid, and possible to defend if you have enough time to spend doing it, however I don't think skill value caps are the way to achieve it, that simply means that once they hit their goal they'll come after you assuming the goal is enough. It also creates an 'endgame' that comes a lot faster than it should, if the cap was let's say 999 for all skills, what would you do once you get the few you want to that point? Finish making your character the holy grail of everything at 999? That's boring. That brings in the 'achievement' idea which is a crock of shit. In this game you decide what you want to achieve and you go do it, it's full sandbox, no limits, the worst place to start limiting is with stats/skill values.


im looking for either
1- limit skill and values
2-nerf off
3- inprove deff
d_datica wrote:Get the damn server back up before I go back to having a life

USER WAS PUT ON PROBATION FOR THIS POST

~art By SacreDoom
User avatar
Skorm
 
Posts: 925
Joined: Wed Mar 03, 2010 6:01 am
Location: on a house, with a computer

Re: limit combat lvl (melee and ua)

Postby Brickbreaker » Fri May 14, 2010 10:02 pm

DatOneGuy wrote:Well a linear line will always be able to surpass a simple number, I do believe something should be done to beef up defence to some extent to make it both possible to raid, and possible to defend if you have enough time to spend doing it, however I don't think skill value caps are the way to achieve it, that simply means that once they hit their goal they'll come after you assuming the goal is enough. It also creates an 'endgame' that comes a lot faster than it should, if the cap was let's say 999 for all skills, what would you do once you get the few you want to that point? Finish making your character the holy grail of everything at 999? That's boring. That brings in the 'achievement' idea which is a crock of shit. In this game you decide what you want to achieve and you go do it, it's full sandbox, no limits, the worst place to start limiting is with stats/skill values.


I understand you and I see how you might dislike the idea of skill caps but unfortunately in a game where you play with others unlimited skill levels really imbalance
things and imo have no place in MMO's.
Beefing up defence is pointless simply because someone may always build up a character to a point where the strongest of defenses will once again become obsolete while at the same time harder walls means small noob raiders can't raid anything anymore.
Brickbreaker
 
Posts: 331
Joined: Sat Jan 23, 2010 6:54 pm

Re: limit combat lvl (melee and ua)

Postby DatOneGuy » Fri May 14, 2010 10:07 pm

Brickbreaker wrote:
DatOneGuy wrote:Well a linear line will always be able to surpass a simple number, I do believe something should be done to beef up defence to some extent to make it both possible to raid, and possible to defend if you have enough time to spend doing it, however I don't think skill value caps are the way to achieve it, that simply means that once they hit their goal they'll come after you assuming the goal is enough. It also creates an 'endgame' that comes a lot faster than it should, if the cap was let's say 999 for all skills, what would you do once you get the few you want to that point? Finish making your character the holy grail of everything at 999? That's boring. That brings in the 'achievement' idea which is a crock of shit. In this game you decide what you want to achieve and you go do it, it's full sandbox, no limits, the worst place to start limiting is with stats/skill values.


I understand you and I see how you might dislike the idea of skill caps but unfortunately in a game where you play with others unlimited skill levels really imbalance
things and imo have no place in MMO's.
Beefing up defence is pointless simply because someone may always build up a character to a point where the strongest of defenses will once again become obsolete while at the same time harder walls means small noob raiders can't raid anything anymore.

Having them succumb to bigger decay hits solves tihs. Decay should be a lot stronger than someone punching it or using a pickaxe against it.

In any case, I think just the opposite. A main staple of most MMOs is a 'cap' and once you hit it, you have nothing to do but some boring endgame bullshit, your character is done, there's no buiding him further, there's nothing to strive for, and even if the cap is something high like 999 or 9,999 people will always EVENTUALLY get there, and then they'll get bored. It just becomes a race to who gets there first, and you're then creating it as an 'achievement', which makes it a race against others instead of simply a challenge to see how strong YOU can get.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . .Hi. . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
User avatar
DatOneGuy
 
Posts: 5553
Joined: Sun Apr 18, 2010 7:50 am
Location: I'm in Miami, trick.

Re: limit combat lvl (melee and ua)

Postby Brickbreaker » Fri May 14, 2010 10:21 pm

DatOneGuy wrote:
Brickbreaker wrote:
DatOneGuy wrote:Well a linear line will always be able to surpass a simple number, I do believe something should be done to beef up defence to some extent to make it both possible to raid, and possible to defend if you have enough time to spend doing it, however I don't think skill value caps are the way to achieve it, that simply means that once they hit their goal they'll come after you assuming the goal is enough. It also creates an 'endgame' that comes a lot faster than it should, if the cap was let's say 999 for all skills, what would you do once you get the few you want to that point? Finish making your character the holy grail of everything at 999? That's boring. That brings in the 'achievement' idea which is a crock of shit. In this game you decide what you want to achieve and you go do it, it's full sandbox, no limits, the worst place to start limiting is with stats/skill values.


I understand you and I see how you might dislike the idea of skill caps but unfortunately in a game where you play with others unlimited skill levels really imbalance
things and imo have no place in MMO's.
Beefing up defence is pointless simply because someone may always build up a character to a point where the strongest of defenses will once again become obsolete while at the same time harder walls means small noob raiders can't raid anything anymore.

Having them succumb to bigger decay hits solves tihs. Decay should be a lot stronger than someone punching it or using a pickaxe against it.

In any case, I think just the opposite. A main staple of most MMOs is a 'cap' and once you hit it, you have nothing to do but some boring endgame bullshit, your character is done, there's no buiding him further, there's nothing to strive for, and even if the cap is something high like 999 or 9,999 people will always EVENTUALLY get there, and then they'll get bored. It just becomes a race to who gets there first, and you're then creating it as an 'achievement', which makes it a race against others instead of simply a challenge to see how strong YOU can get.


I don't get what you mean by 'succumb to bigger decay hits' im assuming you mean walls decay slower? Which in that case doesn't solve the core problem.
And yes I know it sucks to have limits but I simply don't see this working in an environment where you play with others. Theres a point where you reach a compromise and tbh i'd rather have skillcaps than having invincible characters.
Maybe they could cap the skills related to PVP rather, while keeping the PVE skills unlimited?
Brickbreaker
 
Posts: 331
Joined: Sat Jan 23, 2010 6:54 pm

Re: limit combat lvl (melee and ua)

Postby SleazyMelvin » Fri May 14, 2010 10:58 pm

Guys, i'm a total newb so don't take as someone pretending to understand the game at all....but how could one NOT argue for capped skill levels in an MMO game of any kind?


Eventually characters need to be finished in terms of some kind of template, and one needs to be forced to make choices in progression, anything else just turns into nonsense it would seem.

I read the stories about people easily knocking down brick walls with insane amounts of str and such, and it just sounds like a symptom of the game being alpha/unfinished, is this not the case? Is there some reason to NOT cap skills that I am missing?

In any case, I think just the opposite. A main staple of most MMOs is a 'cap' and once you hit it, you have nothing to do but some boring endgame bullshit,


In most games with a sandbox element, a finished character does not mean the game is finished, it means your character is done raising his skills and is ready to do whatever you have built him for to the best of his abilities. The "endgame" in a sandbox game is just the game itself, where hopefully you have developed a well built character that can achieve whatever it is you want to do. Honestly in a game like this, if someone were to become bored because they couldn't raise stats any higher or something, it seems like that person is perhaps simply not using their imagination...after all a huge part of this game is building of things, building of alliances, relationships and interactions right? None of that requires endless stat or skill building.

Having limitless character capability sounds like a ridiculous design notion to me, again I don not understand the game too well yet, but it seems pretty common sense that if you want longevity, the capabilities of individual characters needs to have a limit.
Last edited by SleazyMelvin on Fri May 14, 2010 11:07 pm, edited 2 times in total.
SleazyMelvin
 
Posts: 26
Joined: Sat May 01, 2010 9:14 pm

Next

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 1 guest