Revamp the FEP system

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

Re: Revamp the FEP system

Postby burgingham » Mon Jul 12, 2010 1:09 am

Brickbreaker wrote:I admit I haven't reached triple digits yet but tbh how are multi-fep foods helpful?
The FEP system is random. So you can only raise one of each stat anyway. I honestly don't see the point in them tbh.


Maybe that is exactly the point. Maybe even remove all single FEP food (at least the top tier cheese and such) to make the system even more random. That I could agree with although avu will hate me for it.
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Re: Revamp the FEP system

Postby Brickbreaker » Mon Jul 12, 2010 1:38 am

burgingham wrote:Maybe that is exactly the point. Maybe even remove all single FEP food (at least the top tier cheese and such) to make the system even more random. That I could agree with although avu will hate me for it.


Yeah that could help. But it still doesn't solve the OP's problem. Which stat decay does solve but for some reason it's unpopular for a reason not yet stated.
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Re: Revamp the FEP system

Postby loftar » Mon Jul 12, 2010 1:54 am

Brickbreaker wrote:
Potjeh wrote:Not really. I raise Str, Con, Agi and Per as primary stats. That means I mostly eat multi-fep foods that contain these stats, eliminating feps of a stat that I gain. I use other feps to fill up the bar while getting maximum bar reduction (ie variety).


Well that's just you and a few others. But I'll explain my diet.
I need perception? --> High Q Lamb Sausages
I need constitution? --> High Q Cow Chorizo
I need strength? --> Brodgar Blue Cheese
I need agility? --> Honey Bun


I'd argue that just means that Potjeh is a better player than you are, and that it also means that the FEP system is working entirely as intended. The FEP system is good as a game mechanic precisely because it allows better players to figure out the better strategies in playing it.
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Re: Revamp the FEP system

Postby Zamte » Mon Jul 12, 2010 3:32 am

Once we get the variable crafting system, it will be a lot more fun and work a lot better. Assuming it goes in as thoroughly as it sounds it should, you'll be able to use what you have on hand to make what you need. Thus, you should be able to specialize or generalize overall with the foods you have. You need to remember, this isn't modern day. In modern day, yes, we can eat what we want. We have the luxury of not eating the same thing every day. Back in these times though, people had what they had. They had to eat and eating the same thing every day was far and away superior to not eating.
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Re: Revamp the FEP system

Postby Atherman » Mon Jul 12, 2010 4:03 am

Sigh, when I leave for a day and come back and my thread is hijacked by people bickering it makes me almost not want to reply to anyone.


Potjeh wrote:I am also very much against the idea of being able to completely re-purpose your character at a whim. You make choices, you live with them. If you want a completely different character, you should start a completely new character. This again goes back to the principle that people should be interdependent, and that a community of specialists should be better than a community of generalists, even though a lone generalist is better than a lone specialist. And frankly, a game where all characters are the same (ie all have balanced stats) sound very boring.

The main problem is that people are not encouraged enough to specialize atm. A character that's pushing just int and cha is utterly worthless in the current incarnation of the game. This doesn't mean that the stats system is somehow faulty - it just means that the game needs more content. Sure, this new content may make your character feel suboptimal, but so what? Please remember that we're all alpha testers here, and thus should be well-aware that new features can completely change the game at any time.


As it is, the FEP system forces you to balance your character as much as possible. There is no 'You make choices, you live with them.' If you don't have your character as balanced as possible then your character isn't patch proof. Meaning any patch can come and utterly ruin your character. You might like to think you can grind specific stats in some false sense of 'specialization' but all it takes it one change in game mechanics to ruin months of hard work. "Oh I specialize in STR and CON for combat!" (Patch comes out with makes agility a major part of combat.) "Well fuck, now my character is useless because my FEP bar is at 600 and my agility is 1. This can happen with any profession. Your 'perfect' FEP system says any character that specializes is setting itself up for failure. More content will solve absolutely nothing. More crafting needing PSY won't change the fact that other crafting that doesn't need PSY now might need PSY in a later patch.



Brickbreaker, I don't like your stat level decay idea for one simple reason. I hate the fact that right now you need to base your life around collecting the correct foods to balance your character as much as possible. Having your stats decay means you are now going to have to base your time around having enough of the right food around to keep up with this decay. During everything you do throughout your day, you'll be worrying about your stats slowly vanishing to nothing. Building a paved road? You're losing stats. Farming? You're losing stats. It seems like hell incarnate.



Potjeh, your system of perfectly balancing your four main stats also sounds like hell incarnate. It doesn't sound remotely fun or interesting by any means. It makes you sound like one of those health freaks that owns one of every type of vitamin from the health store and calculates the optimum percentage of vitamins they need in their daily regime. "I need to eat more vitamin A4Glucose because my 45gpotassium levels are probably a little low and since my skin is feeling a little rough, some livercodbeeswax oil will probably do me good. But crap, my palisade wall is being torn apart by raiders, my straw roof is decaying, and my flax is ready to be harvested. Vitamins first!" ZZZzzzzzzzzzz......



DatOneGuy, I made the thread, not him. L2Forum





I really don't find the appeal of having to spend my time strategically eating. I like the more simpler things in life, building houses, harvesting crops, throwing stones at people. I don't like being forced to have to make a tactical plan for my evening meal. I know a lot of you higher tier players have based your whole game around what you eat and when you're gonna eat it, but is that really what you want this game to be about? The moment a new player learns what the FEP system is, a whole truckload of stress is dumped on them because now they have to shift gears from doing what they want to grinding the correct foods. It's a game ruiner. It's either balance your character or grind str to break through walls.

If you remove the FEP bar being shared by all stats and stop your highest stat from determining how fast other stats grow then yes, people will eat up all their stored food. And then yes, people will start grinding foods that increases the stats that are going to help them out for the gameplay style they choose. Not everyone will have 50/50/50/50/50 in every stat anymore. Crafters will be high in certain stats, fighters in another, farmers in another and so on. If someone wants to switch gears from being a crafter to a warrior, they can. If someone wants to be a warrior that can craft armor, they can.

Stats should all have their own FEP bar. Specialization will occur, you'd be stupid to have your crafter and your PVPer be the same character. Each stat's FEP bar max should be influenced how high that stat is. Is your strength 100? You need 100 strength feps to raise it. Is your AGI 40? You need 40. There is no downside. My logic is undeniable. :geek:
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Re: Revamp the FEP system

Postby Brickbreaker » Mon Jul 12, 2010 4:15 am

loftar wrote:
Brickbreaker wrote:There is no point because you pretty much said you like it the way it is and the effects it comes out with.
So what else is there to discuss?

That doesn't mean that an appeal to reason and good arguments to the contrary wouldn't persuade me otherwise, obviously.


Fair enough.
I'll state the things I personally don't like about the current system. I don't know what loftar would consider a good thing or a bad thing.

-Permanent effects of the size of the bar
-Little room for specialization
-(As far as I see) Multi-stat foods are pointless because of the random factor
-People eat the same thing, without the need to diversify

Stat decay solves these. And I would stop hinting that idea until someone says something validly bad about it.
And I don't mean....
Potjeh wrote:I am not obliged in any way to write a god damned essay on why I dislike something.

sabinati wrote:your posts are bad!

Avu wrote:gtfo with your decay shit noob.
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Re: Revamp the FEP system

Postby loftar » Mon Jul 12, 2010 4:17 am

Atherman: It sounds like you want to play with LEGO rather than play a game, in that you seem only to want the most direct possible tools to model an end result that you deem desirable, rather than the process of getting there. That's not to say that playing with LEGO isn't fine and honorable, but that's not Haven's goal. Maybe you should try Blockland instead?
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Re: Revamp the FEP system

Postby DatOneGuy » Mon Jul 12, 2010 4:21 am

All of these things are already fixed in a way that they aren't a problem if you have a properly setup village.

While village management extensions would be nice, at the moment you are still required to have some form of village management outside of the game because if you don't you end up with wasted efforts of every character running o be Jeweler, Smith, Carpenter, and everything fucking else.

As it is that character who's Jeweler doesn't HAVE to be Carpenter, and doesn't NEED CHA, INT, or PER...

These things as were pointed out earlier are all solved by proper village management. They are things that plague hermits but go away if you are civilized. I'm not sure if it's intended, but I enjoy it, and I don't believe it should be changed.
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Re: Revamp the FEP system

Postby Brickbreaker » Mon Jul 12, 2010 4:24 am

Atherman wrote:Brickbreaker, I don't like your stat level decay idea for one simple reason. I hate the fact that right now you need to base your life around collecting the correct foods to balance your character as much as possible. Having your stats decay means you are now going to have to base your time around having enough of the right food around to keep up with this decay. During everything you do throughout your day, you'll be worrying about your stats slowly vanishing to nothing. Building a paved road? You're losing stats. Farming? You're losing stats. It seems like hell incarnate.


I made sure I mentioned absolutely no numbers. You don't know how fast the decay happens or how much food you will need to eat to advance.
And you don't always need the right food at the right time. You can eat whatever you want whenever you want while knowing it won't have any lasting permanent effects on your character, just what you wanted :).
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Re: Revamp the FEP system

Postby Atherman » Mon Jul 12, 2010 4:27 am

loftar wrote:Atherman: It sounds like you want to play with LEGO rather than playing a game, in that you seem only to want the most direct possible tools to model an end result that you deem desirable, rather than the process of getting there. That's not to say that playing with LEGO isn't fine and honorable, but that's not Haven's goal. Maybe you should try Blockland instead?



If that were true I would be complaining about the game's horribly complex system of getting high tier quality steel or animal taming or the fact that bears will sit next to me knocking my HHP down to half before I ruin my trip and tele off. No, I like the fact that the game has in depth systems, I just don't like the fact that you force the broken FEP system on everyone, regardless is they want to participate or not. You haven't given a response to anything in my gruelingly large post. Why do you think stats growing on their own would be a bad idea Loftar?



Not everyone lives in one of the few top tier cities in H&H like most of the people enforcing the FEP system do. True, this system is made a lot easier if you live in Sodom or something. But once again, the rest of the world is not in that type of situation. Most of the population are in smaller growing villages who are trying to build their way up but are still being weighed down by this endgame Sodom-villager FEP system.

Edit** Brickbreaker, I respectfully ask you to make your own thread about your stat decay idea. It deserves to be talked about just as much as any idea, but I feel that you are hijacking my thread a bit with it and are diverting people from my ideas. Thanks.
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