Jackard wrote:Can you name an example where "all three lived decently well together"? Every indie game I've encountered the combination in has been plagued with problems and a low population. Their incompatibility seems obvious even at a glance - if you require that people grind their characters, the majority aren't going to willingly participate in mortal combat, they will avoid what is a core part of the game by any means possible. And should they fail to avoid it, they quit the game instead of starting over.
What exactly are you basing this belief on?
There are many taboos in the MMO world, Haven and Hearth seems to jump into many, like perma death, or infinite stats, I don't see a reason to start looking at the past examples of 'it's avoided' as a reason to not do it, instead we should be looking at it as "How can it be done?"
1)Permadeath isn't fully permanent as you can retain a good deal of what you grinded, as well as get a buff for dying if you do. This means 1)You don't lose as much ; 2)If you're the one planning an attack and wish to go all out, killing your character before hand can nearly double your stats and give you a much better chance to fight.
Example: If it's well known that the average fighter has 500 Melee, 200 UA, and the 'god tier' fighter has 1,000 Melee, 400 UA, you have 900 Melee 300 UA, you kill yourself before attacking you now not only wipe the face with the average fighter, but also with the god tier fighter, since you now have 1600~ Melee, 450~ UA, enough to decimate any of the other dudes.
2)The problem with 'infinite' or no caps, is that it requires two things:
A)Other things not have caps OR Have reduced yields, but not significantly, you need some way that even after you have 5,000 Melee if you spend your time the right way you can get what you want.
B)Things be able to be 'hidden' within the game. If everyone knows the best way to get XP, there will be what you can call an effective cap on it. You could say that someone having been around as long as this world 'could' effectively, playing 8 hours a day, have 4,000 Melee (random number), but how many do? No one, that's who.
These two things aren't there right now, but if people learn to keep information to themselves, hidden, things such as "The best team in battle are 2 melee 1 ranger in a squad", "You never need more than 40 Exploration", "'Going Martial is actually useful even for LP purposes", "Ways to protect quality spots","Proper resource management". This 'information' becomes power if information is hidden, some people will not know things that give you a serious advantage, others won't take the chance that something is there if it takes a long time to verify, like ranger's bows, they were seen as crap for a long time, and while they are a bit imbalanced still, they are not what anyone thought they would be.
Overall I think it can work, from a fundamental game making point of view, there's nothing to say it can't. From a Haven and Hearth point of view, I don't see why it can't.
What's limiting this community at the time is mostly the lag and crashing due to lack of funds (or at this point the funds are there actually, it's lack of good hosts for Sweden), most people are afraid to advertise because they know more people brings more lag and crashing, and they don't want to see lag or crashing any more than they have to, I see the base of people at least tripling if it can handle it, and I see a lot of these problems you speak of not being an issue if there are many more people.
As it stands the only reason to go to 'war' is if you need to, people prefer to 'raid' (war being kinda even, raid being 100% onesided, no chance of the other guy winning at all), because why risk if you don't have to. It's not so much that people won't because there is a risk as much as people will take the option with the least risk if they can, you time the other guy find out when not many of them are online, and attack.
Potjeh wrote:I guess it could work with high character investment, which you could still have with focus capped skills. But I don't see it working with infinite character investment, because people will never feel ready for PvP since the other guy might have grinded even more.
Espionage will play some point in this, there is indeed always a chance that the other guy will have much higher stats and dominate you, but this is only a worry in infinite character investment v finite character investment if you are 'on top', if you know you're fairly new or only mildly seasoned, you will always have this fear.
No matter what I'll still have to say, I'm at a definite no for caps, as it stands now there is a 'natural cap' for most things, sure for LP it's unmatched, but I believe that as you stated, 'gaining LP from items' largely will remedy this if we see it, being able to trade, being able to hoard, finding a better way to obtain them, knowing which are best, this is great. The more complicated the system, the better, the more the variation between newcomer, dude who's played a bit, and absolute master.
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