CON(or AGI) for Stamina

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

Re: CON(or AGI) for Stamina

Postby Avu » Mon Jul 05, 2010 4:19 pm

If you want to balance pvp how about making drinking water / tea while engaged in combat impossible.
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Re: CON(or AGI) for Stamina

Postby Chakravanti » Mon Jul 05, 2010 4:49 pm

Potjeh wrote:The problem is with the running part of PvP, ie escaping or catching someone. I think it'd be unbalanced if some people could run longer than others. And limiting it to mining, ploughing etc seems a bit too exceptiony to be good design.

That seems a fucking shitton less imba than having more maneuvers before first drink available.

IMHO I think it would be good for combat for AGI to have value like this. Con is really pertinant enough. If AGI affected consumption and CON only affected capacity then having a better AGI would certainly be useful for catching people or escaping and could determine outcomes and that doesn't seem unreasonable because for too long people have been bitching the exact opposite: That these stats need to be more combat-relevant.

The more stats you add to the mix makes speccing more complicated and if you come at the issue from enough angles like this then different types of combat characters can become relevant and having balanced stats might actually make one really useful in combat which would encourage people to fight with their main characters.

Between that and the new skill prayers of which there could conceivably be more and with our new capabilities of properly defending cities until some faggots get 4900str anyway. THE RACE IS ON BITCHES + metal from anscestors? Shit. These are the factors that cause combat to be imba. SIngle stat relevance.

This may in fact, if done right and in tangent with other means to make other stats combat relevant...like say...dex affecting how much of that capacity CON provides can be combat relevant. Or dex could affect consumption and AGI affect combat relevance. Psy could let the dex affect combat skills

The effect of combat relevance would have to be small. LIke say %5 for 40 and increasing on the Q scale or a square root value (49=%7, 400=%20, etc.) or even sqrt)*2 (49=%14, 400=%40) or *1.5 or whatever ends up feeling balanced.

I think there's more possibilities than you're considering if you look at things from a different way than the current system is and how it could be. I think if it's done right and with certainly more involved than what I've put forth here in making other stats relevant enough to combat that a char with 200 in all stats would evenly match a character with 800 str but weak others and equivalent skills.

So that time invested into a charecter regardless of how designed can be used in some way to have some kind of combat advantage based on benefits so that investment:combatworthiness ratio is the same regardless of which stats you're choosing to invest in so that difficult and expensive (thus high character value) charecters are that much more capable of defending themselves against someone.

Speccing a character should have benefits of high stats which should have value too.
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Re: CON(or AGI) for Stamina

Postby Potjeh » Mon Jul 05, 2010 5:29 pm

I just think that newbies should have a shot at running away from assailants.
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Re: CON(or AGI) for Stamina

Postby Avu » Mon Jul 05, 2010 6:39 pm

They don't because they don't go around walking with 6 buckets of water.
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Re: CON(or AGI) for Stamina

Postby Potjeh » Mon Jul 05, 2010 6:53 pm

Boat may be just a flask away.
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Re: CON(or AGI) for Stamina

Postby DatOneGuy » Mon Jul 05, 2010 7:58 pm

Something to stunt it in PVP like a "Break their legs" or something that's easy sounds like it'd work out nicely to stunt their stamina a lot.

It'd double for animals since people have been complaining that animals can't be slowed.
Last edited by DatOneGuy on Mon Jul 05, 2010 8:12 pm, edited 2 times in total.
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Re: CON(or AGI) for Stamina

Postby Potjeh » Mon Jul 05, 2010 8:09 pm

I generally don't like making PvP even more about character skill. It should be more about player skill, and to a lesser extent equipment.
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Re: CON(or AGI) for Stamina

Postby Chakravanti » Mon Jul 05, 2010 9:29 pm

Potjeh wrote:Boat may be just a flask away.
That's such bullshit. Noobs should die. You're grasping at straws man.
Potjeh wrote:I generally don't like making PvP even more about character skill. It should be more about player skill, and to a lesser extent equipment.

Player skill? What do mean? The current system wasn't made complicated enough? There isn't enough fucktons of shit to do to make it just as stupid and IMBA as the original combat system just fucktons more complicated and you want it to be MORE complicated???

I stil don't see why player investement choices should factor into combat and provide it's own advantage.
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Re: CON(or AGI) for Stamina

Postby Potjeh » Mon Jul 05, 2010 9:33 pm

So someone who's put 100 hours into the game should always die to someone who's put 400 hours into it, no chance of running away? Because that to me seems like a fucked up game. I'd rather play Progress Quest. Besides, if retreat is not an option, people will fight even less, and I believe you yourself said there's not enough PvP.

And who says that making it player skill oriented can only be achieved by adding layers of complexity? Chess has fairly simple rules, but it takes a lot of skill to play well. The current combat system is a step in the right direction, and it's miles above the old one, but it still puts way to much focus on skill values.

And don't take that tone with me, mister :x
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Re: CON(or AGI) for Stamina

Postby DatOneGuy » Mon Jul 05, 2010 9:40 pm

I don't think the any skill that would slow them down should be based on skil at all, just a set percentage.

Furthermore any ideas at what it would mean combat-wise is fairly pointless to discuss considering the whole thing will most likely get another overhaul.
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