Combat Caps

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

Re: Combat Caps

Postby sabinati » Mon Apr 25, 2011 4:34 pm

stealth, exploration, and farming are all uncapped

given a long enough timeframe, neither is survival, cooking, carpentry, or sewing i suppose (domestic animal products)
User avatar
sabinati
 
Posts: 15513
Joined: Mon Jul 13, 2009 4:25 am
Location: View active topics

Re: Combat Caps

Postby Potjeh » Mon Apr 25, 2011 4:39 pm

The crafting skills are hardcapped by the materials, it's just that the cap itself can be moved. Combat skills, on the other hand, don't give a damn about gear.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11811
Joined: Fri May 29, 2009 4:03 pm

Re: Combat Caps

Postby ewlol » Mon Apr 25, 2011 4:42 pm

novaalpha wrote:
Well for instance, I see how insane amounts farming can be useful given enough time.

Still don't see your point.



Uh dude. Look at the fucking farming nerf. This means cooking, smithing, farming, sewing all have really no need to be above 175 or so for the entire world length. Marksmanship has never been needed above 300, and can be even lower now since we can't ever make ultra HQ bows (farming nerf again). Survival has no need to be above 300, and carp again never above 200. The only skills that have use over 200 really are Melee and UA, This means you can just raise and raise and raise them and still get fruits from your effort.
User avatar
ewlol
 
Posts: 775
Joined: Mon Mar 29, 2010 2:40 pm

Re: Combat Caps

Postby novaalpha » Mon Apr 25, 2011 5:46 pm

ewlol wrote:This means cooking, smithing, farming, sewing all have really no need to be above 175 or so for the entire world length.


Given enough time, plants Q can go above 175. We don't know how long the worlds will last. Also, not sure about max surv needed since I have yet to see max level troll.
User avatar
novaalpha
 
Posts: 1490
Joined: Sun Dec 26, 2010 11:42 pm
Location: Sparta

Re: Combat Caps

Postby burgingham » Tue Apr 26, 2011 12:03 pm

novaalpha wrote:We don't know how long the worlds will last.


Yeah that is the point, I assumed the world would not last long enough to create the necessity to raise any of the skills over 300 or so. Of course it is not a hardcap in the narrow sense of the word, I was exaggerating a bit since from a certain point forward you don't have to invest any significant amounts of LP into them anymore, other than for combat. Stealth I couldn't care about less, but I guess sab has a point there.
User avatar
burgingham
 
Posts: 8486
Joined: Fri Aug 14, 2009 10:58 pm

Re: Combat Caps

Postby sabinati » Tue Apr 26, 2011 3:43 pm

yeah i'm not personally going to sink LP into stealth but i'm sure there will be people who do
User avatar
sabinati
 
Posts: 15513
Joined: Mon Jul 13, 2009 4:25 am
Location: View active topics

Re: Combat Caps

Postby cloakblade » Tue Apr 26, 2011 4:13 pm

Stealth could always be the uncapped arms race if combat is capped (come on it be funny and mildly stupid).

And I think the cap should quickly get to 200 and then slowly to 300 but then go to a complete. Also matters what effect what. If armor q and type effect UA's cap you could run around in 200q leather until you have good enough metal to justify the switch (and probably harder cap). For melee, if its capped based on weapon, then the initial increase should be better sense you probably won't have 200q soldier's swords anytime soon.

Edit: Oh and it could allow shields to give an interesting multiplier. Allowing a melee character to have better MC than they can attack with but they can block with it. And maybe metal shields that have a better multiplier (but maybe worse due to high q leather).
A.K.A. Suddo
User avatar
cloakblade
 
Posts: 534
Joined: Fri Feb 18, 2011 10:37 am

Re: Combat Caps

Postby Kaios » Tue Apr 26, 2011 11:24 pm

I haven't posted in this topic in awhile but I just thought I'd point something out. Some people have argued against a combat cap by saying that compared to the old system, this system makes LP gain a much slower process and thus a combat cap isn't needed.

There is something wrong with that statement. Is LP gain slower than before? Absolutely. You can no longer hunt for hours to get 1mil+ LP in a short time, sure. But come on, all it takes is a few hours a day to get your daily curiosity fix and with some decent int that's tons of LP in such a short amount of time with very, very little work actually involved. And with every other skill being limited due to resources and quality grind, combat is all that remains.

In my honest opinion, either a combat cap is needed or the curiosity system needs some revisions. I love it, I really do, but eventually it just becomes so easy to get LP that I just don't know what to do with the rest of my time. W3 may have had a major grinding aspect to it, but at least your main sources of LP (hunting, and farming) actually involved doing something more than foraging a couple of hours each day.
User avatar
Kaios
 
Posts: 9171
Joined: Fri Jul 30, 2010 2:14 am

Re: Combat Caps

Postby Oddity » Wed Apr 27, 2011 3:56 am

Kaios wrote:In my honest opinion, either a combat cap is needed or the curiosity system needs some revisions. I love it, I really do, but eventually it just becomes so easy to get LP that I just don't know what to do with the rest of my time. W3 may have had a major grinding aspect to it, but at least your main sources of LP (hunting, and farming) actually involved doing something more than foraging a couple of hours each day.

I wish the devs would post more responses about issues like this. I can only assume they have no thoughts on the matter at all.
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
User avatar
Oddity
 
Posts: 1979
Joined: Sun Jun 20, 2010 12:04 am
Location: BC, Canadia

Re: Combat Caps

Postby Jackard » Wed Apr 27, 2011 4:47 am

Image
User avatar
Jackard
 
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

PreviousNext

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 2 guests