Whats killing the game. Super-players

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

Re: Whats killing the game. Super-players

Postby theTrav » Thu Jul 16, 2009 8:56 am

Here's a few more:

1 - In real life, fitness is lost through lack of use
2 - In real life, injuries have permanant impact
3 - In real life, people get old and die.

I expect some aspect of those three will at some point be implemented by the dev's. Quite possibly many of the things that Provo mentioned as well... I'm pretty sure they've spoke about group buffing powers as well. Say a super player attacked the heart of bottleneck while they were all online and waiting for him.

I could easily see the bottleneckers just running away from him, not letting him get in striking range, wearing down his stamina, then filling him full of arrows or beating him to a bloody pulp when he's too tired to walk. Remember that their Chieftan can top up their stamina (practically limitless if they're full of authority).

The biggest hole there currently is that entering a cabin or a mine instantly breaks aggro and lets the attacker disappear.
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Re: Whats killing the game. Super-players

Postby Vattic » Thu Jul 16, 2009 9:38 am

Haven't J&L mentioned charisma based team buffs? Might this not allude to the possibility of having teams of lower level players take out lone high level ones?
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Re: Whats killing the game. Super-players

Postby niltrias » Thu Jul 16, 2009 9:47 am

Yup, and Im pretty sure that the charisma-boosting powers of the chieftain gear is mainly to make him an effective group-combat leader
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Re: Whats killing the game. Super-players

Postby sami1337 » Thu Jul 16, 2009 1:14 pm

I think the devs have considered resetting everyone at one point to make up for the lp earned thanks to exploits. But i believe it was loftar that is strongly against it.

Plus, hard work should be awarded with power.

But i do understand JTG's concerns. It seems unbalanced that it's possible to ignore everything and just hunt bears somewhere far away without having to care about building a town and end up like a demi god.
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Re: Whats killing the game. Super-players

Postby Rift » Thu Jul 16, 2009 2:14 pm

i don't really know how to respond to this without sounding self-serving but..

I assure you, none of me, blaze or raephire are unkillable.
Infact, despite all our hp, amazing dodge/shield skills, and huge damage we do...
it's not THAT hard to kill us

First off, "knock his teeth out" has a 10X chance of hitting someone. In other words. if you have 50 skill in unarmed and use it, you WILL hit. 95+% of the time, you will hit. How do you get the 2 initiitve poitns to use it? well if you miss us while were using dodge/shield.. then you have a 1/10 chance of getting one... and since you will miss us, you will get those points. it also deals a great deal more damage then a normal punch.
not unarmed? well you could always try some CLEAVE, which deals massive damage with a good chance of hit even when your at a disadvantage...
don't have a axe? well theres always that storm of swords, that attacks 6 times [or whatever... i dont use a sword]..
..ect.

Ok, you cant just sit there and attack us normally and expect to survive... how ODD? its almost like characters grow stronger. even though theres a curve so it takes longer and longer to grow stronger, making it easier to catch up then keep ahead.

Let me say this. I have pvp'd people who had 60 less skill then my dodge, and they still hit me enough to freaken hurt. I've been nearly killed before by people with a lot lower unarmed skill then me. Tactics/suprise, ambushing, saving inititive pre-fight or ganging up on someone is a great way to level the playing field.

A lot of people have tried to kill me.. Sometimes they came closer then you would believe, i assure you, i for one, am not unkillable.

...however if you think a brand new player should be able to kill someone whos been playing for a couple months now, your basically saying you want a FPS not a RPG.


EDIT: oh i forgot, MISS/HIT is calculated on a 1/x function, so it pretty much flatlines around 95-97%. Even level 1 foxes hit me occasionly if i let them swing long enough.
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Re: Whats killing the game. Super-players

Postby Delamore » Thu Jul 16, 2009 2:41 pm

Rift wrote:First off, "knock his teeth out" has a 10X chance of hitting someone. In other words. if you have 50 skill in unarmed and use it, you WILL hit. 95+% of the time, you will hit. How do you get the 2 initiitve poitns to use it? well if you miss us while were using dodge/shield.. then you have a 1/10 chance of getting one... and since you will miss us, you will get those points. it also deals a great deal more damage then a normal punch.
not unarmed? well you could always try some CLEAVE, which deals massive damage with a good chance of hit even when your at a disadvantage...
don't have a axe? well theres always that storm of swords, that attacks 6 times [or whatever... i dont use a sword]..
..ect.

You can also use those attacks, but you also hit every attack so we can get off 1 knock his teeth out after miss you for 20 hits? That's 20 hits you're hitting me.
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Re: Whats killing the game. Super-players

Postby Rift » Thu Jul 16, 2009 2:43 pm

yea.
Didn't stop someone who started a great deal after me from nearly killing me twice.
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Re: Whats killing the game. Super-players

Postby HumanShield » Thu Jul 16, 2009 4:21 pm

It is logically impossible to have a true sandbox with an impossible power curve. This game already gets SO much right in design that I am surprised untouchable power creep is in. Power creep gives too much of a first-come advantage which already exists in creating towns; the players that start and spent too much time shouldn't be able to kill the rest of the server.

The combat system seems detailed enough to account for this (player skill and tactics should be a big factor in battle). Personal skill and equipment should decide the outcome of 1v1s but numbers and tactics should decide battles and economies decide wars. Fighting more then one person realistically makes the fight much harder, not just double but exponentially harder.

10 warriors in chainmail and iron swords and stat/skills around 20 should be able to possibly defeat the highest possible single character. More detailed support infrastructure would help groups too (people focused on healing). The beliefs system should make it possible to specialize fighters and support skills making super-players unable to master both.

I think it should be possible for villages to transfer LP (or whatever comes) to outsiders that help them, this way lone juggernauts can get powerful by helping others. I think having free lance heroes (that are stronger then town soldiers) is interesting but it should be a separate path then village building and such heroes shouldn't be able to group combat bonuses. So village members get group combat skills but can't max out their personal skills, groups can take down stronger fighters but can't fight 1v1. In equal numbers the soldiers win in larger fights and groups of heroes would only win in smaller fights.

So you have line troops and elite guerrillas that are equal but serve different roles.
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Re: Whats killing the game. Super-players

Postby Rift » Thu Jul 16, 2009 4:35 pm

i think its because you don't actually understand how character devlopment works after the initial hump that you say this.
Chracter growth starts slow, gets really fast once you can freely hunt, then it hits a brickwall. Their is in fact, a plateau stat-wise and skillwise.
Once you hit that really fast character growth you'll begin to understand. The second you start seeing it slow down, you'll probly be strong enough that people of your level could team up and kill someone like me.
To put this in perspective.
A while back... ie.. weeks ago.. me and blaze were probly the strongest people around. then raephire joined, and in just a few weeks not only caught up but nearly killed me twice. [like... within 30hp of knocking me out before i ducked into a mineshaft].
Now maybe you think that this game should have a person who has only been playing 1-3 days being able to kill people who have been playing 8 weeks or so.
but the truth is you only have to play at most a month to become strong enough to pose a threat to us.

Please, with no understanding of how fast characters can get strong, don't make such inaccurate statements that we are somehow unstoppable killing machines that will always be beyond you.
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Re: Whats killing the game. Super-players

Postby Raephire » Thu Jul 16, 2009 5:19 pm

Rift wrote:i think its because you don't actually understand how character devlopment works after the initial hump that you say this.
Chracter growth starts slow, gets really fast once you can freely hunt, then it hits a brickwall. Their is in fact, a plateau stat-wise and skillwise.
Once you hit that really fast character growth you'll begin to understand. The second you start seeing it slow down, you'll probly be strong enough that people of your level could team up and kill someone like me.
To put this in perspective.
A while back... ie.. weeks ago.. me and blaze were probly the strongest people around. then raephire joined, and in just a few weeks not only caught up but nearly killed me twice. [like... within 30hp of knocking me out before i ducked into a mineshaft].
Now maybe you think that this game should have a person who has only been playing 1-3 days being able to kill people who have been playing 8 weeks or so.
but the truth is you only have to play at most a month to become strong enough to pose a threat to us.

Please, with no understanding of how fast characters can get strong, don't make such inaccurate statements that we are somehow unstoppable killing machines that will always be beyond you.


Yes, The plateau... yay.

When new creatures are implemented stronger players get more rewards, the deeper they go into infinite mordor, the greater the risks, the greater reward. This game is balanced in that the more EFFORT you put in, the better you become. I agree with that.

Look, None of the UBERmen in this game kill on a whim, We think about things, we care about the community, and we dont mess with people.
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