Cap Combat skill for the new haven!

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

Re: Cap Combat skill for the new haven!

Postby Woot » Sun Feb 01, 2015 6:03 am

Fine, Yeah making a hundred alts to tank the average would be faster, but if you exclude alts or police it in some other way, it still doesn't diminish the fact that the average will be crap compared to the world breakers, your Klaue's and your jordancoles or your trolls, The 1600+ club makes up such a tiny fraction of the population and handing out free crap to the weaker people to shore up this division is not a solution.

If a cap is too hardcore, enact the law of diminishing returns, after a certain point, putting into combat stats nets less weight than it would at lower levels, Giving a group of bear punchers a chance at killing the guys who set out to be the best to burn down the world and sit upon their skull throne drinking the blood of their enemies.

As it stands, it just feels useless to try to keep up, or catch up, and that's annoying
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Re: Cap Combat skill for the new haven!

Postby overtyped » Sun Feb 01, 2015 6:14 am

Woot wrote:Fine, Yeah making a hundred alts to tank the average would be faster, but if you exclude alts or police it in some other way, it still doesn't diminish the fact that the average will be crap compared to the world breakers, your Klaue's and your jordancoles or your trolls, The 1600+ club makes up such a tiny fraction of the population and handing out free crap to the weaker people to shore up this division is not a solution.

If a cap is too hardcore, enact the law of diminishing returns, after a certain point, putting into combat stats nets less weight than it would at lower levels, Giving a group of bear punchers a chance at killing the guys who set out to be the best to burn down the world and sit upon their skull throne drinking the blood of their enemies.

As it stands, it just feels useless to try to keep up, or catch up, and that's annoying

There is a way. People above the average would get minus to the LP gain. Like let's say you are 30% above the average, if the 1.0% is average, you get 0.8%. 80% above the average would be 0.7% and so on until its like 0.1% at 1000% higher than average.. God characters could still exist, but once you reach the summit of being a god character, the average would be catching up to you, making it a tremendous uphill battle to stay as "god" characters.

:) These conversations and refutations, seem to be bringing us closer to the perfect formula.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Cap Combat skill for the new haven!

Postby Woot » Sun Feb 01, 2015 6:22 am

True, and then there is at least a chance of someone catching up to the top tier, The top could stay on top, but the masses would at least have a chance, Considering building up would be faster for them, and keeping ahead would be harder for the continent-crackers.
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Re: Cap Combat skill for the new haven!

Postby overtyped » Sun Feb 01, 2015 6:24 am

Woot wrote:True, and then there is at least a chance of someone catching up to the top tier, The top could stay on top, but the masses would at least have a chance, Considering building up would be faster for them, and keeping ahead would be harder for the continent-crackers.

I think we licked it! Now we just gotta wait for Jorbtar to tell us it's impossible or that they hate it XD

Edit: Maybe I should compile all the revisions make a new thread about it entitled "JORBTAR READ THIS" lol
Last edited by overtyped on Sun Feb 01, 2015 6:30 am, edited 2 times in total.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Cap Combat skill for the new haven!

Postby Woot » Sun Feb 01, 2015 6:30 am

Exactly~
At least we found something we could both agree on, I like the idea behind it, After all your adjustment, I agree that there is in fact, a better system than capping, even if we will never see either in game.
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Re: Cap Combat skill for the new haven!

Postby Robben_DuMarsch » Mon Feb 02, 2015 8:23 am

loftar wrote:
Woot wrote:Waaaaay back in 2011 I said pretty much the same thing, in someone elses cap combat thread, I even used similar lingo as I do now.

Indeed, and it was just as bad an idea back then. I'm not saying balance shouldn't be adjusted in various ways, but caps is not one of them.


An alternative to infinite single character progression, perhaps?
Perhaps instead of growing to infinite strength, there is a natural lifetime for a hearthling, they become older and more frail as time goes on, even if their skills increase, they will eventually get negative modifiers to their base attributes. Finally, they must begin anew with their progeny, as old age conquers even the best.
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Re: Cap Combat skill for the new haven!

Postby overtyped » Mon Feb 02, 2015 8:32 am

Robben_DuMarsch wrote:
loftar wrote:
Woot wrote:Waaaaay back in 2011 I said pretty much the same thing, in someone elses cap combat thread, I even used similar lingo as I do now.

Indeed, and it was just as bad an idea back then. I'm not saying balance shouldn't be adjusted in various ways, but caps is not one of them.


An alternative to infinite single character progression, perhaps?
Perhaps instead of growing to infinite strength, there is a natural lifetime for a hearthling, they become older and more frail as time goes on, even if their skills increase, they will eventually get negative modifiers to their base attributes. Finally, they must begin anew with their progeny, as old age conquers even the best.

Your suggestion is the worst I have ever seen. You would just punish players that don't log on to grind lp. All it would do is make people log on as little as possible and fill their study then log off, so their character doesn't age. Use your brain at least a tiny bit before posting this drizzle.

If now you say that the character ages even while logged off, then it would just rape the casuals that only play a couple hours a day.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Cap Combat skill for the new haven!

Postby Robben_DuMarsch » Mon Feb 02, 2015 6:13 pm

overtyped wrote:If now you say that the character ages even while logged off, then it would just rape the casuals that only play a couple hours a day.


Of course it would apply when a character is logged off.

Why would it rape casuals?
It's pretty easy even for a casual to grab some curios and run them.
If its "required" to be a hardcore player just to maintain a character that is capable of doing more than non-basic things, then we can ease the grind necessary to get a moderately capable character.

Death from old age doesn't cap progression, it in fact necessitates it.

Here are some more points:
-It will make maintaining alts less desirable (They will die, and therefore you can't have a permanent factory of backup fighters and/or craftsmen that you entirely shield from PvP and therefore last forever.)
-It will allow players who join later in a worlds cycle to get into the game more quickly
-It reduces the "entry-grind" for experienced players who have lost their original characters, no longer needing to spend months developing a character that will be able to even move the combat bar on a titan.
-It will stop certain content from becoming obsolete (Bears, Deer, all forms of hunting will no longer become trivial in the "late-game.")
-It will cause extremely high quality items to be exceptionally rare, as players will only have a short window of age where they hit their "peak" of skill and attributes to produce them.
-Because of the above points, trade will become more important, and one player will be exceedingly less likely to singlehandedly produce everything they need by themselves.
-This will in turn increase the social aspect of the game, favoring larger communities over super-neckbeard hamlets.

I think you are just afraid of losing your ridiculous no-life grind crutch on 2k UA.
Sounds like some Q.Q that Jorbtar would enjoy.
Last edited by Robben_DuMarsch on Mon Feb 02, 2015 6:31 pm, edited 1 time in total.
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Re: Cap Combat skill for the new haven!

Postby overtyped » Mon Feb 02, 2015 6:30 pm

Robben_DuMarsch wrote:
overtyped wrote:
-It will cause extremely high quality items to be exceptionally rare, as players will only have a short window of age where they hit their "peak" of skill and attributes to produce them.

lol... right... every high level player is just gonna wait until their main is dead and start all over.
In reality they will be leveling a new character halfway through their mains lifespan to not lose any progress.
Your idea if you can even call it that, just makes the game more tedious for everyone. The people that don't start new characters while their main is dying will be ridiculously far behind.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Cap Combat skill for the new haven!

Postby Robben_DuMarsch » Mon Feb 02, 2015 6:34 pm

I don't know about you, but I think a sane person would just stockpile their high quality goods and wait until their progeny achieves high stats....
or perhaps be friends with someone else that has another character, to do the crafting for them.
Or maybe steal those goods.
Or perhaps just have multiple crafters in the village.
Or accept slightly lower quality.

All of which become valid options when having a crafting alt that lasts forever, always able to craft god-tier items, is no longer viable.

But if your neckbeard self wants to run 10 silk crafters, 10 leatherworkers, 10 survivalists, 10 hunters, 10 cooks, 10 farmers, etc in order to obtain scarce high quality items, you are certainly entitled to.
I suppose this "tediousness" you are talking about is intended, then.

Being entirely self-sufficient should come at a cost.
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