Improve surplus stat : Psyche

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

Improve surplus stat : Psyche

Postby Karlq » Wed Sep 15, 2010 5:37 am

As you all know psyche is the most useless stat.

I think it need another bonus like increasing time of burf
Karlq
 
Posts: 12
Joined: Tue Sep 14, 2010 6:17 am

Re: Improve surplus stat : Psyche

Postby burgingham » Wed Sep 15, 2010 5:55 am

Nice try.
User avatar
burgingham
 
Posts: 8486
Joined: Fri Aug 14, 2009 10:58 pm

Re: Improve surplus stat : Psyche

Postby Potjeh » Wed Sep 15, 2010 7:03 pm

You know, those thanes rings are kinda weak, they should act as armour as well.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11811
Joined: Fri May 29, 2009 4:03 pm

Re: Improve surplus stat : Psyche

Postby Granger » Wed Sep 15, 2010 7:49 pm

You guys are totally right, the effects of current implementation of psy is total bullshit.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
User avatar
Granger
 
Posts: 9254
Joined: Mon Mar 22, 2010 2:00 pm

Re: Improve surplus stat : Psyche

Postby burgingham » Wed Sep 15, 2010 8:00 pm

Well that is something we could indeed discuss.
User avatar
burgingham
 
Posts: 8486
Joined: Fri Aug 14, 2009 10:58 pm

Re: Improve surplus stat : Psyche

Postby DatOneGuy » Thu Sep 16, 2010 2:57 am

A good deal of the blame lies on how villages use psy not all of the problems are developmental here.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . .Hi. . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
User avatar
DatOneGuy
 
Posts: 5553
Joined: Sun Apr 18, 2010 7:50 am
Location: I'm in Miami, trick.

Re: Improve surplus stat : Psyche

Postby Avu » Thu Sep 16, 2010 3:28 am

Ehm if it can be exploited it will be exploited so good design will not assume people will larp around the exploit.
"Since all men count themselves righteous, and since
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
User avatar
Avu
 
Posts: 3000
Joined: Sat Oct 31, 2009 1:00 pm

Re: Improve surplus stat : Psyche

Postby loftar » Thu Sep 16, 2010 4:03 am

Yeah, the problem with Psyche is, as I've stated previously, not really a problem with Psyche at all, but rather with the jewelcrafting, in that it actually creates quality only from character stats. As mentioned, we'll probably introduce a gold-beater's skin and jeweler's tools or something like that, which will be used as tools in jewelcrafting and determine the base quality, which will then be softcapped as usual by character stats.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
loftar
 
Posts: 9051
Joined: Fri Apr 03, 2009 7:05 am

Re: Improve surplus stat : Psyche

Postby DatOneGuy » Thu Sep 16, 2010 5:04 am

Considering how shitty lower quality thanes are and that jewelry is the only thing worth sinking time into besides combat stats directly after a few months, won't that just screw over pretty much all endgame next map?

As it stands there are very, very few goals for a large village to get 'stronger', oh sure you can grow hemp until you go insane and keep raising quality on it to raise fibres to raise tree quality, but that becomes shit and you end up seeing like a few quality point raises every few weeks at a certain point. Jewelry falls into the same exact category where it eventually justsucks diminishing returns and all.


So I'm wondering... if jewelry will eventually just be a softcap stat like everything else, while we do have things we can dump time into as individuals (melee, ua, farming, str, con[to some extent], agi[likewise to a very high limit but a limit], per[if mm ever becomes more useful])but as a village there are essentially two main things as it stands: Farming (And trees fall under it), Jewelry (for all it's beautiful purposes).

I can't think of anything else off the top of my head anyhow.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . .Hi. . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
User avatar
DatOneGuy
 
Posts: 5553
Joined: Sun Apr 18, 2010 7:50 am
Location: I'm in Miami, trick.

Re: Improve surplus stat : Psyche

Postby Avu » Thu Sep 16, 2010 5:22 am

Lack of high end content has been a problem for like half a year now... jewelry is still imbalanced but I strongly agree that we need incentive to keep playing in the end game otherwise after about 2 months there is no real reason to go on on each new map heck even with jewelry up to over 600 there is no real reason to go on due to the sqrt thingie but we do it anyway otherwise it's quitting time...
"Since all men count themselves righteous, and since
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
User avatar
Avu
 
Posts: 3000
Joined: Sat Oct 31, 2009 1:00 pm

Next

Return to Critique & Ideas

Who is online

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