Skill values

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

Re: Skill values

Postby Caradon » Tue Oct 20, 2009 6:15 am

sabinati wrote:maybe there could be, as you suggested, several different "LP pools", where doing things like farming or combat give most of the LP into their respective pool, however there needs to be a "generic LP" pool as well for things like getting bark and branches (that only give LP to 1000), otherwise how would a new player even get in to the combat pool?


A fair compromise to a decent concept.

And TheTrav, I've been developing games for years, I've had a direct hand in the balancing of a few you may enjoy to date. Try not to assume that I am just some random punk that doesn't know what he's talking about. There is a reason I speak on concepts and ideas as though they were final decisions.

They usually ARE the final word, the final decision, sometimes the only way to truly balance an issue with the processes in a game. I have plenty of experience with this. Close to 11 years experience in game design.
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Re: Skill values

Postby Chakravanti » Tue Oct 20, 2009 6:15 am

Lightning2 wrote:
Dudaz wrote:Make doing things with the particular skill give lp towards that skill.

example:

of it costs you 500 to get a skill gain in marksmanship and you shoot something and you gain lp based off the target like 100. Your next skill up will cost 400.


No I don't want this to turn into runescape.

this I am not worried anyway. When the LP system is revamped it will be to make macroing less practical. Runescape serves as an ugly example of what happens when you don't make a well designed system: Macro Police. J&L have stated before they do not wish to police their game for macros and wish to simply design things better.
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Re: Skill values

Postby theTrav » Tue Oct 20, 2009 6:48 am

Caradon wrote:Try not to assume that I am just some random punk that doesn't know what he's talking about. There is a reason I speak on concepts and ideas as though they were final decisions.
I have plenty of experience with this. Close to 11 years experience in game design.


Well maybe I will in time be proven wrong, but aside from "I have been doing this for 11 years, turn down your music and listen to me ya whipper snapper" I don't see any solid reason why your particular suggestion for implementing skill growth MUST HAPPEN whether people like it or not.

Specific decision aside, you're acting like a jerk and all the experience in the world doesn't make that ok, assuming you actually HAVE done any of what you claimed, random internet guy on a forum.
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Re: Skill values

Postby firemage » Tue Oct 20, 2009 11:22 am

I don't think it really matters if there is one big pool of XP, or if every skill has their own. The latter is more realistic, while with the former macroing can be prevented easier.

Imo the best way to discourage macroing and grinding is to make products from newbies useful for everyone.
E.g. newbies should be able to plant trees. They are always needed and for things like cabins quality doesn't matter.
It's still kind of a grind, but it doesn't feel like that, because you don't produce (for) a trash bin.

Sure, it would be nice if you got better in a skill, if you use it often. But the problem is, that you would need useful grind-items for every skill.
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Re: Skill values

Postby Potjeh » Tue Oct 20, 2009 1:47 pm

Caradon wrote:Like it or not, This is definitely needed. We can't have people getting uber high construction or farming skills from swinging bears around. And we can't have people getting insanely powerful from simply tending fields.

Why? Because it's not "realistic"? If I wanted realism, I'd just grab my hatchet and go into the nearby forest IRL. It's got better graphics too (no offence Jorb).
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Re: Skill values

Postby Chakravanti » Wed Oct 21, 2009 1:40 am

theTrav wrote:
Caradon wrote:Try not to assume that I am just some random punk that doesn't know what he's talking about. There is a reason I speak on concepts and ideas as though they were final decisions.
I have plenty of experience with this. Close to 11 years experience in game design.


Well maybe I will in time be proven wrong, but aside from "I have been doing this for 11 years, turn down your music and listen to me ya whipper snapper" I don't see any solid reason why your particular suggestion for implementing skill growth MUST HAPPEN whether people like it or not.

Specific decision aside, you're acting like a jerk and all the experience in the world doesn't make that ok, assuming you actually HAVE done any of what you claimed, random internet guy on a forum.


No believe him. I really do. Doesn't mean he's right. Means he of the delusion that WoW is like the ultimate MMO. I mean seriously, it's not uncommon for people who have being doing things a certain way to get 'stuck in a rut' and have a difficult time seeing the benefits of things being done a different way.
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Re: Skill values

Postby theTrav » Wed Oct 21, 2009 1:52 am

Chakravanti wrote:No believe him. I really do. Doesn't mean he's right. Means he of the delusion that WoW is like the ultimate MMO.

Meh, I neither believe nor disbelieve. In my opinion experience does not somehow magically make everything people say correct, and most (not all but most) times I've had people try to tell me to listen to them because their experienced without giving any sort of reasoning they've turned out the be wrong.

I just get irritated by people who talk like they're in charge when they aren't, I'll stop being trolled now
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Re: Skill values

Postby Chakravanti » Wed Oct 21, 2009 2:32 am

theTrav wrote: I'll stop being trolled now

http://www.youtube.com/watch?v=cIpIAX78gig
Well what is this that I can't see
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