Improve surplus stat : Psyche

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

Re: Improve surplus stat : Psyche

Postby DatOneGuy » Thu Sep 16, 2010 5:34 am

Yeah, I mean only reason we went on is because someone else did. If no one else does, we don't have to.

Feh, leaves only farming at that point then even. To be honest the low cutback from that at a certain point is a pita, not that it's screwed by some square root function just that fibres are very little in the equation in trees, and crops other than that, who cares too much :)
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Re: Improve surplus stat : Psyche

Postby Thurrok » Thu Sep 16, 2010 8:32 am

Basing jewelcrafting q on multiple stats instead of just one would make it harder and less imba all the while keeping jewelcrafting an endgame goal. But well, I'm stating the obvious here, aren't I?
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Re: Improve surplus stat : Psyche

Postby Potjeh » Thu Sep 16, 2010 12:03 pm

Building a character beyond a certain point should be pointless. Cutting time investment on characters makes people more likely to engage in PvP.
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Re: Improve surplus stat : Psyche

Postby Granger » Thu Sep 16, 2010 12:23 pm

Thurrok wrote:Basing jewelcrafting q on multiple stats instead of just one would make it harder and less imba all the while keeping jewelcrafting an endgame goal. But well, I'm stating the obvious here, aren't I?


As long as all jewels are based on the same stats the problem will persist.

It would make more sense that each item has different quality dependencies, so that real specialisation will happen (for more trade etc.).
But this would require more gear in a stone-scissor-paper style setup, so there is no this is the only gear type which makes sense while everything else is useless problem.

Potjeh wrote:Building a character beyond a certain point should be pointless. Cutting time investment on characters makes people more likely to engage in PvP.


This is something to think about.
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