An LP system seems odd

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

Re: An LP system seems odd

Postby Jackard » Mon Jan 31, 2011 9:20 am

ImpalerWrG wrote:
Jackard wrote:its come up several times before, devs have said they prefer systems where you arent forced to grind a skill to become better at it

The flaw in that logic is that the game still requires you to put your points into some skill or stat and this will create a comparative advantage when doing that activity which will result in your doing that activity more and more if you are actually interested in creating material valuables. So you rapidly get a player base fitting into a number of specializations, hunters, farmers, miners and we can be fairly confident that people actually want to BE and DO the activities they are irreversibly pumping all those points into. But because of the flexibility of LP, people don't grinding the activity they prefer, they instead grind the ones that give the most LP and the game is more not less grindy.

what the fuck? flaw? do you even comprehend what you are saying

explain to me how a system that mandates grinding a specific task in order to level a skill is in any way superior to the existing system that allows you to do whatever, even if its not the most efficient method

e:
    <Maiden> How does his thinking even work
    <Maiden> Some people choosing the method of least resistance to grind what gives the most LP somehow equals a broke system because people aren't doing what they want to do?
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Re: An LP system seems odd

Postby ImpalerWrG » Mon Jan 31, 2011 9:49 am

Why dose everything I say go right over your head?

I said quite clearly people do not "Do what ever" flitting between tasks as various whims strike them. Most players have an idea of what they want to 'be' in the game and its some kind of skill specialization that they invest the bulk of their LP points into raising. They then have two sensible choices, do the work they are specialized in and produce something of actual material value (aka quality crafts or consumables), or they can do a different activity solely for the purpose of raising LP which has no chance of producing material value. These two competing criteria 'material value creation' and 'LP gain' might both be found in the same activity but it's more probably that they will not and we have a conflict between the 'real' job and the 'grinding'.

Do you dispute any of that? I'll wait for your response before continuing.
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Re: An LP system seems odd

Postby Jackard » Mon Jan 31, 2011 10:05 am

do you support removing choice from the game
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Re: An LP system seems odd

Postby ImpalerWrG » Mon Jan 31, 2011 10:36 am

Have you stopped beating your wife?

Now respond to my previous post honestly and we can continue.
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Re: An LP system seems odd

Postby OvShit » Mon Jan 31, 2011 11:40 am

Neither existing one nor one you want to be added are good. First is just weird and second is way more grindfest then now. Hope J&L have something new.
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Re: An LP system seems odd

Postby Fantastication » Mon Jan 31, 2011 12:38 pm

This was the system I proposed shortly before world 3 ended that didn't rely as much on grinding.

A system that requires you to grind an activity to get an increase in the related skill only encourages macroing. The other huge issue (which is still a slight issue in mine) is that some skills simply don't work well in this system, like Marksmanship (the higher your skill, the more you can use it, so the usual slowing of advancement is reversed).

Ultima Online had the system you propose, and it eventually had officially sactioned macro tools. I'd like to think game design has progressed since then.

Edit: clarified things a little
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Re: An LP system seems odd

Postby OvShit » Mon Jan 31, 2011 1:14 pm

Fantastication wrote:This was the system I proposed shortly before world 3 ended that didn't rely as much on grinding.

A system that requires you to grind an activity to get an increase in the related skill only encourages macroing. The other huge issue (which is still a slight issue in mine) is that some skills simply don't work well in this system, like Marksmanship (the higher your skill, the more you can use it, so the usual slowing of advancement is reversed).

Ultima Online had the system you propose, and it eventually had officially sactioned macro tools. I'd like to think game design has progressed since then.

Edit: clarified things a little

Your system is more of removing godlike characters out of game while OP-post is about man who is killing boars because of his skills in cheesemaking. Still, your system is nice.
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Re: An LP system seems odd

Postby Potjeh » Mon Jan 31, 2011 1:29 pm

I want to be able to defend myself, but I prefer farming to hunting. So should I give up on ever getting any combat skill, or should I go grind animals even though I don't enjoy it all?
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Re: An LP system seems odd

Postby Deus » Mon Jan 31, 2011 1:43 pm

Get a script client...and Image

Sorry...its just...I can't see any other way to keep up.

I got an internship you know.
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Re: An LP system seems odd

Postby sabinati » Tue Feb 01, 2011 1:15 am

Potjeh wrote:I want to be able to defend myself, but I prefer farming to hunting. So should I give up on ever getting any combat skill, or should I go grind animals even though I don't enjoy it all?


not to mention that you would have to grind ants for over 9000 hours before you could fight a fox
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