Combat Caps

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

Re: Combat Caps

Postby ItsFunToLose » Wed Apr 13, 2011 10:34 pm

Potjeh wrote:You don't really get the combat system, do you? Smaller difference in attack weight just prolongs the fight, the guy with the higher skill will always win if he knows what's he doing.


The idea that someone with 345 UAC can't kill someone with 360 UAC is absurd. Strength, and Agility in particular, play a larger role in who wins this fight, than the sqrt(360/345) = 2.1% edge the extra 15 UAC provides.


novaalpha wrote:
For that to happen, worlds would have to last for years.




Also wrong. If you started on day one and now have 300 UAC, and I started today... In one month, the gap between our UAC would be no more than 50. in two months, 20. 450 UAC vs 470 UAC being represented as an unwinnable fight is absurd. But please, throw out more numbers without doing any math.

Kaios wrote:
Yeah and then you have hundreds of players running around with 600 unarmed/melee killing everyone weaker than them and it becomes a situation where hermits are doomed and major factions have a more difficult time dealing with them.


I don't see the problem if there are hundreds of players with 600 UAC (which won't happen for 3 months from now). They won't ALL be on the same team.

If you think a hermit who plays once a week deserves a chance at fighting someone who plays 5 days a week, you're in the wrong genre.
Last edited by ItsFunToLose on Wed Apr 13, 2011 10:43 pm, edited 1 time in total.
I like to air dribble.
ItsFunToLose
 
Posts: 226
Joined: Thu Jan 20, 2011 10:18 pm

Re: Combat Caps

Postby Kaios » Wed Apr 13, 2011 10:42 pm

I don't, that's the point. You are dumb. Everything is dumb. This is dumb. Dumb.
User avatar
Kaios
 
Posts: 9171
Joined: Fri Jul 30, 2010 2:14 am

Re: Combat Caps

Postby sabinati » Wed Apr 13, 2011 10:43 pm

ItsFunToLose wrote:If you started on day one and now have 300 UAC, and I started today. In one month, the gap between our UAC would be no more than 50. in two months, 20.


please, throw out more numbers without doing any math.
User avatar
sabinati
 
Posts: 15513
Joined: Mon Jul 13, 2009 4:25 am
Location: View active topics

Re: Combat Caps

Postby novaalpha » Wed Apr 13, 2011 10:43 pm

ItsFunToLose wrote:If you started on day one and now have 300 UAC, and I started today. In one month, the gap between our UAC would be no more than 50.

Cool story bro.
User avatar
novaalpha
 
Posts: 1490
Joined: Sun Dec 26, 2010 11:42 pm
Location: Sparta

Re: Combat Caps

Postby Potjeh » Wed Apr 13, 2011 10:46 pm

ItsFunToLose wrote:The idea that someone with 345 UAC can't kill someone with 360 UAC is absurd. Strength, and Agility in particular, play a larger role in who wins this fight, than the sqrt(360/345) = 2.1% edge the extra 15 UAC provides..

Yup, doesn't understand the combat system. Hint: it's all about knocking out more defence and having less of your own depleted. Yeah, agi matters there, but how will a late joiner have comparable agi to the guy that played since day 1?
Image Bottleneck
User avatar
Potjeh
 
Posts: 11811
Joined: Fri May 29, 2009 4:03 pm

Re: Combat Caps

Postby humanalien » Wed Apr 13, 2011 10:46 pm

And what about using dexterity as defense attribute, like str is uses for the amount of damage.

The higher your dexterity the less your defense bar should go down (in percentages) when the oppenent attacks with punch or with a weapon.

Maybe someting like this: defense removal % = (1000/dex)*current defense removal.
A noob with 10 dex will the have a defense removal like everyone has now, 100%.
But some ons with 50 dex wi only have a removal of 20%
Someone with 500 dex only 2%, so its doesn't scale down lineary, which can be good.
This means that someone who attack ou and you have 500 dex his attack will be only 2% effective.

The counter measure this, some has to raise their UA or melee combat to remove more from the defense bar to hit you.


Maybe this could be coupled with per so the formula would be (1000/sqrt(dex*per))*current defense removal.
User avatar
humanalien
 
Posts: 147
Joined: Fri Aug 28, 2009 8:42 pm

Re: Combat Caps

Postby ItsFunToLose » Wed Apr 13, 2011 10:47 pm

sabinati wrote:
ItsFunToLose wrote:If you started on day one and now have 300 UAC, and I started today. In one month, the gap between our UAC would be no more than 50. in two months, 20.


please, throw out more numbers without doing any math.



From page 4:


ItsFunToLose wrote:
Example:
----------------------------------------------
Lets say you start with 100 UAC and I start with 10 UAC. Lets also assume we are both earning 200,000 LP per day, and that we are using the best curiosities possible(i.e. there is no room to grind more LP than the other player).

After one month, You have 360 UAC, and I have 345 UAC.


The numbers assumed for LP per day are simplified for the sake of example, and drastically UNDERESTIMATE the actual amount of LP per day that will be earned per day during the end game, which only serves to further close the gap between players.




If you really want me to write out how to do simple integrals for a linearly increasing function (the amount of LP required to upgrade UAC) and analyze it under the constraint of constant LP gain, I will.

Alternatively, go make an alt, and click + from 1-360, marking the LP required to purchase at 100, 345 and 360.

the LP gap from 1 to 100 is represented now as the gap from 345 to 360.

The main assumption that I would allow you to contest is that LP gains are not constant in a world where qualities are always going to be increasing. I will not be spending the time proving that these gains, along with the best curiosities currently being foragables, do not outweigh the fact that it costs less LP for the player who started late to catch up.
Last edited by ItsFunToLose on Wed Apr 13, 2011 11:13 pm, edited 2 times in total.
I like to air dribble.
ItsFunToLose
 
Posts: 226
Joined: Thu Jan 20, 2011 10:18 pm

Re: Combat Caps

Postby Kaios » Wed Apr 13, 2011 10:53 pm

Your math isn't accurate. You are basing it on pure assumptions of play style. Someone who has 10 UAC and someone who has 100 UAC probably don't have the same amount of int for the curiosities they are using, and also probably differ in their total per*exp to see the curiosities. You listed one possible scenario out of the many, and yours isn't even that likely.
User avatar
Kaios
 
Posts: 9171
Joined: Fri Jul 30, 2010 2:14 am

Re: Combat Caps

Postby ItsFunToLose » Wed Apr 13, 2011 10:55 pm

Kaios wrote:Your math isn't accurate. You are basing it on pure assumptions of play style. Someone who has 10 UAC and someone who has 100 UAC probably don't have the same amount of int for the curiosities they are using, and also probably differ in their total per*exp to see the curiosities. You listed one possible scenario out of the many, and yours isn't even that likely.



The conclusion still stands. The numbers are for simplicity. The assumption that EVENTUALLY, LP gain becomes constant, still holds. Yes this does not take place at 10 UAC or even 100 UAC.

The player with X UAC will become capped by how fast they can gain LP, and their UAC will go up at an ever decreasing rate. The player with X - Y UAC will, eventually, be gaining LP at the exact same rate. Given the increasing nature of the cost of purchasing UAC:

Over time, the value of Y will always decrease.


EDIT: The only counter argument to this, is the village that pools pearls to one player for a non-stop 20,000 LP per hour 1 slot gain. Sorry, you aren't catching this guy; he's making 480,000 a day on pearls alone.
Last edited by ItsFunToLose on Wed Apr 13, 2011 11:08 pm, edited 2 times in total.
I like to air dribble.
ItsFunToLose
 
Posts: 226
Joined: Thu Jan 20, 2011 10:18 pm

Re: Combat Caps

Postby Potjeh » Wed Apr 13, 2011 11:07 pm

Yes, the lines meet in infinity. Shame we don't live infinitely.
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 2 guests