Combat Caps

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

Re: Combat Caps

Postby burgingham » Wed Apr 13, 2011 5:55 pm

kLauE wrote:Where's the fun if u fight only against guys who have equal combatstats like you?


Where is the fun if you cannot fight a guy who had more time to log in than you, even though you have much superior personal skills and tactics for combat, while he only knows how to smash buttons? There is definitely much more than a single combat pattern. Won't deny melee could use a fix.

kLauE wrote:The only thing who counts then is who has the most guys.


It is the only thing that should count besides a good strategy. I don't want to see anymore solo chars erradicate a whole army. Fortunately that has been fixed to a good deal already.

kLauE wrote:Where's the attraction if i can't grow my character over time?


Community work, building up something apart from your character. Character development is overrated imo in this kind of game.

kLauE wrote:Hermits are completly lost then, since they will ever loose the q-raise.


That is how it should be and it is my general premise to my whole approach dealing with this topic. When you don't agree with it then we of course won't find a common denominator.

Edit: It also looks to me like the devs started favoring some sorts of skill caps. Either they should count for everything then and not leave combat only of all skills unaffected, because that leads to the same old horrible grind then. Or well, we go back to the same old horrible grind for every single stat and not only combat stats. Having a mix between the two is the worst solution though.
User avatar
burgingham
 
Posts: 8486
Joined: Fri Aug 14, 2009 10:58 pm

Re: Combat Caps

Postby Potjeh » Wed Apr 13, 2011 6:21 pm

I still don't understand what's fun in competing for the title of the person with the least amount of social life and employment IRL.

And yeah, if they're not gonna cap combat they should bring back the seed prayer, so people can poopsock non-combat skills.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11811
Joined: Fri May 29, 2009 4:03 pm

Re: Combat Caps

Postby novaalpha » Wed Apr 13, 2011 6:33 pm

burgingham wrote:We don't need high investment characters in a permadeath enviroment like this.


This. /thread
User avatar
novaalpha
 
Posts: 1490
Joined: Sun Dec 26, 2010 11:42 pm
Location: Sparta

Re: Combat Caps

Postby Potjeh » Wed Apr 13, 2011 6:35 pm

Nah, high investment is needed, to thwart griefers. Infinite investment, however, is just plain dumb.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11811
Joined: Fri May 29, 2009 4:03 pm

Re: Combat Caps

Postby novaalpha » Wed Apr 13, 2011 6:39 pm

I disagree. I'd much rather see high investment going into item Q than into something that can be lost to a bear and laggy server.
User avatar
novaalpha
 
Posts: 1490
Joined: Sun Dec 26, 2010 11:42 pm
Location: Sparta

Re: Combat Caps

Postby pyrale » Wed Apr 13, 2011 7:47 pm

burgingham wrote:
kLauE wrote:Hermits are completly lost then, since they will ever loose the q-raise.


That is how it should be and it is my general premise to my whole approach dealing with this topic. When you don't agree with it then we of course won't find a common denominator.

Hermits already lose by far the Q-raise race, the arms race, the warrior numbers race and probably also the have-a-life race.
The changes you're pushing aren't about giving communities an edge or even comforting their advances. It's about completely ruining hermits' playstyle and also the smaller communities while we're at it.

But once this game will only be playable by 50+ groups of highly dedicated persons and people that like a more casual/less crowdy playstyle will have run off this game, I guess you'll be happy.

By the way, capping skills is not the only effective way to avoid stat explosion. Using a logarithmic function for the UA to effect would work just fine aswell, and the reduction of skill weight would make stats that much more important.
Last edited by pyrale on Wed Apr 13, 2011 7:55 pm, edited 1 time in total.
pyrale
 
Posts: 340
Joined: Mon Feb 21, 2011 8:50 pm

Re: Combat Caps

Postby SpiderJerusalem » Wed Apr 13, 2011 7:53 pm

pyrale wrote:
burgingham wrote:
kLauE wrote:Hermits are completly lost then, since they will ever loose the q-raise.


That is how it should be and it is my general premise to my whole approach dealing with this topic. When you don't agree with it then we of course won't find a common denominator.

Hermits already lose by far the Q-raise race, the arms race, the warrior numbers race and probably also the have-a-life race.
The changes you're pushing aren't about giving communities an edge or even comforting their advances. It's about completely ruining hermits' playstyle and also the smaller communities while we're at it.

But once this game will only be playable by 50+ groups of highly dedicated persons and people that like a more casual/less crowdy playstyle will have run off this game, I guess you'll be happy.


thats not true.If you don't care about being better than others, you still can play.I was a hermit n W4( my starting world) and all I had was crap Q stuff.I still had fun because it was my stuff.I didn't care about others being better.

If you want to play this game to win you need a community and a lot of time, but if you only play casual who cares if others are better?
-Bottleneck-
User avatar
SpiderJerusalem
 
Posts: 551
Joined: Sun Jan 23, 2011 11:26 pm

Re: Combat Caps

Postby pyrale » Wed Apr 13, 2011 8:06 pm

SpiderJerusalem wrote:thats not true.If you don't care about being better than others, you still can play.I was a hermit n W4( my starting world) and all I had was crap Q stuff.I still had fun because it was my stuff.I didn't care about others being better.

What about hermits that plan to hunt ?
What about small communities that can afford to pump a decent ranger atm ?
pyrale
 
Posts: 340
Joined: Mon Feb 21, 2011 8:50 pm

Re: Combat Caps

Postby SpiderJerusalem » Wed Apr 13, 2011 8:26 pm

pyrale wrote:
SpiderJerusalem wrote:thats not true.If you don't care about being better than others, you still can play.I was a hermit n W4( my starting world) and all I had was crap Q stuff.I still had fun because it was my stuff.I didn't care about others being better.

What about hermits that plan to hunt ?
What about small communities that can afford to pump a decent ranger atm ?


hermits can hunt just fine.its not hard to get 30mm and you can hunt with less.And small communities can always have allies, even hermits can.

If you or your group is weak, play safe.everybody can build a palisade and if you don't settle on highQ clay/soil, don't leave scents and befriend with the nearest big city you are pretty safe.

play safe, don't leave scents, make friends, don't make stupid mistakes and you aren't in a big danger.even with low numbers or low fighting ability.
-Bottleneck-
User avatar
SpiderJerusalem
 
Posts: 551
Joined: Sun Jan 23, 2011 11:26 pm

Re: Combat Caps

Postby Potjeh » Wed Apr 13, 2011 8:28 pm

It's called trade, or theft if you're so inclined. And if you don't want to interact with other players you shouldn't be playing an MMO. Anyway, what about people who join late into a world? They can *never* catch up with those that start on day 1 in the current system.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11811
Joined: Fri May 29, 2009 4:03 pm

PreviousNext

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 5 guests