A Qualitative Philosophy & Stat Decay

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

Re: A Qualitative Philosophy & Stat Decay

Postby Danno » Fri Aug 08, 2014 11:07 pm

Duderock wrote:Either way I would prefer death because of my naivety/poor socializing skills/inexperience than death because I spent less time grinding. At least the former is a learning experience that only makes me stronger, not weaker.

I agree with this point. I've died due to carelessness before, like pulling aurochs hair before, and I'm okay with that as I have no one to blame but myself for being lazy. The thought of a high stat character steamrolling you is frustrating, though. You don't even get to play against them or learn anything, you are left only with a devastating loss. Well, you can learn to never interact with other players or you can learn to invest 500+ hours of time on repetitive tasks, but both are poor lessons.

Your idea for localized resources and fluctuation values seems incomplete. What makes them fluctuate? If one discovers the secrets of the mythical "carrot", what would make them lose their edge? Say they do fluctuate somehow and pumpkins hit rock bottom. Does this mean the players stuck with pumpkins are screwed until the market picks up?
I dunno, I think it could be interesting if, say, the hardcore faction runs out of resources while the newb faction has resources aplenty. Will the hardcore faction arrange a peaceful trade agreement? Will they wage war and steal what they need? Will they conquer the newb faction and demand weekly contributions from them? Will they even be able to last that long when they're malnurished and short on useful tools? It would be more fun to play out these different scenarios instead of doing the same thing old thing all year round.
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Re: A Qualitative Philosophy & Stat Decay

Postby Duderock » Fri Aug 08, 2014 11:39 pm

Danno wrote:Your idea for localized resources and fluctuation values seems incomplete. What makes them fluctuate? If one discovers the secrets of the mythical "carrot", what would make them lose their edge? Say they do fluctuate somehow and pumpkins hit rock bottom. Does this mean the players stuck with pumpkins are screwed until the market picks up?

The markets fluctuate because there is a constant multi-way tug of war happening for the limited resources. Everyone will have different goals that change based on their circumstances, so while the supply may remain constant the demand will always fluctuate. The mythical carrot will only be valuable to people who feel its useful to achieve their goals.

As for the players stuck with the pumpkins, there can be mechanics set in place to ensure they can always help their situation. One of those mechanics can be my suggestion of skill decay. Skill decay allows the economics of comparative advantage to come into play because there will no longer be the 'jacks of all trades' that we see today.
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Re: A Qualitative Philosophy & Stat Decay

Postby TeckXKnight » Fri Aug 08, 2014 11:45 pm

You really want to push that idea.
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Re: A Qualitative Philosophy & Stat Decay

Postby Duderock » Sat Aug 09, 2014 12:49 am

Yes I do. But even if J&L aren't interested, I think its worth exploring.

Care to share any criticism? I edited the OP for your sake if you still have trouble understanding.
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Re: A Qualitative Philosophy & Stat Decay

Postby borka » Sat Aug 09, 2014 1:59 am

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Re: A Qualitative Philosophy & Stat Decay

Postby kitsune121x » Sun Aug 10, 2014 2:59 am

Duderock wrote:This is inspired by a post loftar made a while earlier.

loftar wrote:What I was thinking about was in the context of food. I was considering if it isn't a bit retarded that I can, theoretically speaking, just eat ~250,000 blueberries in order to produce a character with 500 INT, and whether it wouldn't be more fun if I had to keep advancing towards qualitatively different food (and/or more variety, or something) to keep advancing, somehow (and we already have some plans baking for Haven 2 that aren't entirely dissimilar from that).

This is just a rant, really, because I'm still not sure just what conclusions I should be drawing from that, but perhaps someone found it interesting.

I found it interesting. And I made a conclusion for myself that I hope you might consider; I think this philosophy should be expanded further.

As it stands H&H (predominantly) adopts a quantitative approach. The current philosophy goes "the more time a player spends in the game, the more 'powerful' he becomes". Meaning, time spent = higher stats = success, as Potjeh aptly expresses in this post.
Unfortunately, this either leads to lots of grinding or requires an endless stream of content to sustain.

So what is a qualitative approach?
A qualitative approach would change the philosophy to "the more time a player spends 'understanding' the game, the more 'influential' he becomes". Note how influence(qualitative) replaces power(quantitative) as the central focus. And note how the time spent 'understanding', not just playing becomes the means to success. In other words understanding = influence = success.

Still don't understand?
I'm not great with analogies so please don't look to deeply into this and just take it at surface level.
Think of the current quantitative concepts as the gold standard and imagine that in this gold standard system everyone has their own infinite goldmine, that they can mine gold from indefinitely. Since everyone has their own goldmine, no one feels a serious need to interact with anyone and because the goldmine is infinite and never changes all you have to do is mine to get more gold. As you can probably guess the gold would be LP and the mining is the grind in this scenario.

Now think of the qualitative concepts as barter. Imagine everyone starting with something different but overall these things are limited. To get what they want, players will have to interact and socialize in some way. The best players would find the true value of these items and will use their knowledge to gain an advantage over others. This will cause values to fluctuate meaning there is never a grind because things change in value all the time depending on circumstances.

So what would a qualitative approach mean?
- Less emphasis on stats as the form of progress.
- More emphasis on influence as the form of progress, thus more social.
- Experience and understanding of the world affects the rate of progress more than time spent. In other words skill > time spent, but time spent still is a factor.
- Less frequent but longer lasting content, and less grindy.

What features are present in a qualitative approach?
Loftar has already given a superb example himself, and there are lots of great ones already present in H&H such as fishing, cheesemaking and certain elements of combat. But I envision strength in numbers playing a larger role in almost everything(at least more than it does now). Finite resources would also play a part as they can be used as a form of influence.

What has skill decay got to do with this?
Little actually. This is just a bit of self promotion for something that would complement this approach. I believe once a player has adjusted to a qualitative philosophy, they will quickly realize that stats are no longer as important as they were. Stats will become the tools to achieve success not the success itself. And cooperation would be much more important than it is without stat decay.

Wouldn't this mean the end of character development?
No. It would mean the end of character development as we know it. The focus would shift from stats(quantative) to qualitative elements like social status, achievements, prestige and possessions. Things the real world values more.

There are many flaws with this philosophy!
Of course there are, and I encourage anyone to pick them out. But as a general statement I'd like to make regarding almost every suggestion ever posted here. Before you dismiss those ideas, please ask yourself "Would this offer a better overall experience to the game?" Because if it does, then its probably worth it. That's not to say this particular suggestion is any good, its to say no idea is perfect but some are better than others.

Edit:

Please note these are subjective. Some disadvantages can be considered advantages to some people and vice-versa.

Advantages of a quantative philosophy:
- Success can be measured so players can be compared, giving everyone a common goal
- Features are easier to implement
- Freedom isn't limited by other players

Disadvantages of a quantative philosophy:
- Requires a constant stream of content
- Endgame may become grindy
- Comparatively shallow or passive gameplay (unless bulked up by artificial means)
- More prone to botting (I can't confirm this, this is just based on my initial analysis)
- Doesn't require as much social interaction

Advantages of a qualitative philosophy:
- Multiple goals available as success isn't determined by values but rather prestige
- Encouraged social interaction
- Inherently deeper and active gameplay
- Less prone to botting (Again, I can't confirm this)

Disadvantages of a qualitative philosophy:
- Features take longer to implement
- Freedom may be limited by other players (but H&H already has artificial freedom limiting in the form of skills)
- Too similar to reality (Not a bad thing for me personally, but I understand some escapists aren't fond of this, but then again H&H is one of the 'realest' MMOs I know)
- Can't be measured so prestige is subjective (Not a bad thing imo)
- Social interaction is necessary to achieve the greatest heights (I don't think this is a bad thing)


this is serious this is not fun for me I don't like reacting with others I Prefer playing this game by myself and others out to do one of 2 things out to kill me or trading and 90 percent of the time out to kill me

thank god you're stupid ideas never going to happen
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Re: A Qualitative Philosophy & Stat Decay

Postby McJager » Sun Aug 10, 2014 3:08 am

kitsune121x wrote:thank god you're stupid ideas never going to happen

A bit harsh eh dear?
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Re: A Qualitative Philosophy & Stat Decay

Postby borka » Sun Aug 10, 2014 3:11 am

it's common to call the Devs god so not harsh at all :P
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Re: A Qualitative Philosophy & Stat Decay

Postby Duderock » Sun Aug 10, 2014 3:36 am

kitsune121x wrote:this is serious this is not fun for me I don't like reacting with others I Prefer playing this game by myself and others out to do one of 2 things out to kill me or trading and 90 percent of the time out to kill me

thank god you're stupid ideas never going to happen

Conveniently, this concept supports a PvE minded experience. You don't have to interact with a single person. You only need to interact with people if you want to progress.

If you prefer a PvE focus, you will be in constant state of trying to survive the environment. The great thing is, the environment will always keep changing because other players will have an indirect influence on it. This means the gameplay never gets grindy or predictable and developers don't need to constantly bring out new content.
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Re: A Qualitative Philosophy & Stat Decay

Postby ChainedDjinn » Mon Aug 11, 2014 11:33 pm

I think I get a general feel of the direction your going, but in the terms you put it by imposing that sort of social structure... kinda leaves a sour taste.

Oh, and I would like to clear up a few things before proceeding.

But that in and of itself would be burdensome work for a lot of people, I'm afraid I'll have to agree with LadyV's take on the matter.
Please understand, a lot of players.(myself included) have particular playing styles with a variety of characters, changing at times we feel necessary to facilitate particular goals.

I don't think it would ever get too burdensome if you don't let it. While I did advertise the ever changing nature brought by this philosophy, I assumed the players would begin to learn the tricks of the trade and would be able to cope with most situations thrown their way. I also imagine there would be constants here and there to stabilize the experience. I was thinking more in the context of when a dice rolls your number, you may seize the opportunity if you are experienced enough or simply miss out without losing much.


You misunderstood the direction of which the burden would be put upon. Yes, it would inconvenience some of the players who prefer to be alone, but I was actually meaning a good part of the burden would also on the people setting this up. You also don't give an example of how this would work, it would clear the air some if you could put it in some form of illustration that would allow us to see your proposal in action.
[The expectations and assumptions of the player base is admirable, but naive.]


I myself for instance have the habit of running off to play hermit on my own and learn the games mechanics, once I feel I have become adequately adept only then to I venture into socializing. Even then, in the environment that is haven it is a daunting task to even talk to individuals let alone approach them. Most in an effort of self preservation flee to keep from losing what they've worked to achieve, forcing people to work together without the circumstances being life threatening, would more then likely result in Teeth-Clenched Teamwork.

Maybe its just me but I think Teeth-Clenched Teamwork would bring lots of interesting scenarios and unique experience we don't always see in gaming. But you are right, this is a grey area that I can't tell for sure what would happen. Maybe there should be a few mechanics thrown in that keeps your friends an arms distance somehow. Either way I would prefer death because of my naivety/poor socializing skills/inexperience than death because I spent less time grinding. At least the former is a learning experience that only makes me stronger, not weaker.


I don't agree with the prospect of pushing people into an exchange based on necessity, the blood of most on this planet lack the... color variety to understand such a relationships.(I think this would be formulated as :oops: + :geek: = ¦] ?)
Now I do agree with the aspect that death shouldn't be who grinds more, this is a very broken component. Which is why I came up with a limiter which I went to great lengths explaining in this topic;

viewtopic.php?f=5&t=35911&start=10

In a basic sense, using the happiness system to have characters get pissed doing useless things would limit the ability of grinders. They'd stop listening, working, would make an insufferable mess or even get sick being overburden like that. It's based on an idea that your an active guide to the character rather then the sole driving force. You influence and direct their decision, they follow through as long as they aren't harassed.

Another thing that's broken is the fact people can dig endlessly at the same spot and never make a hole, I feel this could be worked upon and made much better using a more voxel-like system. Similar to how digging underground already works but can be repairable with time and other implementations.
If their was something along the lines of 'manure' then that could be used in conjunction with rainfall in order to close up and eventually return ground to normal. The Q of the manure would also effect ground Q, slowly increasing or decreasing it. The limiter to this would be the feed, which if feed is limited by ground Q and farming skill.
Wow, Another system mechanic to work upon! In the case of my formula that skill increase with use and time this would fit perfectly; player starts farm but crops get capped by soil Q, gets animals and starts feeding them the higher crops, soil Q raises which yield better crops with skill increase of farmer. Another way to limit this would be pasture rotation, if the animals spend too much time in one area the Q starts going down. (Plants getting trampled and local vegetation being stripped.)
What about areas where animals are on brick surfaces? Simple, a lotta cow pies all over the place. This would give the shovel another use with a wheelbarrow, carting crap.
This would also be a gateway to a 'filth' mechanic... but I think I've gone on long enough. ^^;

Sadly I cannot fathom how this system could be implemented, let alone be managed. It more or less focuses the power toward the one who can manipulate the most, at least, that is how I see it. I would discuss something along the lines of limiters, but I was already thinking of making a topic on that subject and would not wish to derail this one.

I'm still learning new things about it all the time. And yes it focuses on giving power to those who can manipulate it best. I don't claim to know all the answers and fixing all the flaws in this system would be akin to fixing all the flaws with the current one, so it's impossible for me to single-handedly figure it out. So I definitely hope the developers and other users pick up on this and see ways it can be expanded on.


Again, this is not what I was meaning in full. The part about it being implemented was more toward the dev's being able to make such a system. Also, when I said 'the one who can manipulate the most' I was meaning a person manipulating more people, not the system you mentioned. Like telling people they have to do something because of some detached reasoning, makes me think of the church back in the time period this games supposed to take place... there was a reason those were called the dark ages.
One of the reasons I still can't really endorse this system is it sounds like it does the same thing, giving power to the few, only makes it more confusing. In this setting anyone can be a danger, where as in the current setting I know the intentions of that guy with the B12.

Duderock wrote:
kitsune121x wrote:this is serious this is not fun for me I don't like reacting with others I Prefer playing this game by myself and others out to do one of 2 things out to kill me or trading and 90 percent of the time out to kill me

thank god you're stupid ideas never going to happen

Conveniently, this concept supports a PvE minded experience. You don't have to interact with a single person. You only need to interact with people if you want to progress.

If you prefer a PvE focus, you will be in constant state of trying to survive the environment. The great thing is, the environment will always keep changing because other players will have an indirect influence on it. This means the gameplay never gets grindy or predictable and developers don't need to constantly bring out new content.


Now I like the idea of players having impact on the environment, even indirectly. But I feel I must stand in contravention with 'Needing' to interact to progress. Development should be the work of individual players who each have their own innovations and yes being able to share ideas would benefit people, but not through imposing them by force. This is how settlers work, thinking others are just savages without taking the chance to understand how they've lived.
I believe I've gone over this topic as well in the prior stating topic; each individual learning about objects in their environment and their belief's shaping how they can use them, then being able to share these ideas for others to learn. (Is anyone else thinking this might actually give parchment a use?)

At any rate, had some new ideas to contribute, even if this isn't the place they SHOULD be. If you wanna flush your idea out better, build up some formulas and bring them to the anvil & hammer. We can get the dents out and maybe smelt some of the extra pieces into a new form. See you there maybe.
(Sadly we got thrown outta the inn, so no more free mead. :( At least we have another place to set up shop, just a shame the tinkers make more of a din then us.)
Till next time.
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Tipping the scales and teaching justice to see, only in true death can one honestly be free.
But some of us are stubborn, while others try to talk shit. But I hope I speak for most of us, that we just don't know when to quit.
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