FEP system

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

Re: FEP system

Postby Raephire » Mon Nov 02, 2009 11:03 pm

Blaze wrote:A system that allows me to gain psyche points without eating shittons of cave bulbs? Me like.


Would still require you to do some crafting. to raise your psyche.

If they didn't introduce the effort for FEP effect then with a multiple tier system I'd suggest that they lower FEP from most foods.
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Re: FEP system

Postby AlexFili » Mon Nov 02, 2009 11:10 pm

I agree with this very strongly.
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Re: FEP system

Postby Potjeh » Tue Nov 03, 2009 12:37 am

I don't know, I like that we are being forced to eat a varied diet. Makes the market more interesting. I can get behind separate FEP bars, but I think that points required to level a stat should be equal to your highest stat.
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Re: FEP system

Postby Fluffy » Tue Nov 03, 2009 1:01 am

I like the idea but your bars should loose a certain percentage every few days, and loose a certain amount of filling each time one levels.

edit: er, meant every few hours.
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Re: FEP system

Postby Peter » Tue Nov 03, 2009 1:38 am

Potjeh wrote:I don't know, I like that we are being forced to eat a varied diet. Makes the market more interesting. I can get behind separate FEP bars, but I think that points required to level a stat should be equal to your highest stat.


In fact, as it is, one is encouraged to eat a single food at a time- for instance, hundreds of mushrooms or dozens of loaves of bread- in order to level up one specific stat at a time.

Separate bars would alleviate that, and make multi-fep foods valuable.

I agree that having the highest current stat define the leveling bar works fine. It still feels kind of arbitrary, but I can't think of anything better.

EDIT:
Let's keep in mind the current power curve of the game; currently, new players have only intermittent access to FEP foods and little choice in what's available to them, while high-level players have a very unstable positive feedback loop of getting more powerful faster allowing faster power gain. What is the intent is rather the opposite, a negative feedback loop where low-level players can quickly level up while high-level players need more and more relative input to increase in power.

That said, a constant drain on one's power/stats/abilites might be interesting; you remain at a power level relative to the amount of effort you put into the game... I'd support this, but only if this drain didn't significantly effect new players. Perhaps one can slide down to about 80% of your maximum strength?
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Re: FEP system

Postby Jackard » Tue Nov 03, 2009 5:52 am

I thought the original multibar suggestion was for differently colored fep to accumulate in seperate bars but still use the same max fep that we do now
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Re: FEP system

Postby endit » Tue Nov 03, 2009 12:08 pm

Potjeh wrote:I don't know, I like that we are being forced to eat a varied diet. Makes the market more interesting. I can get behind separate FEP bars, but I think that points required to level a stat should be equal to your highest stat.

maybe this is better. first post edited.
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Re: FEP system

Postby Hamel » Tue Nov 03, 2009 6:37 pm

I kind of liked the revamped stat system suggestion I posted here. (It's on the bottom of the post. Please keep in mind that the thread was made before the trad/change slider was changed.)
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