Combat Caps

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

Re: Combat Caps

Postby ItsFunToLose » Wed Apr 13, 2011 11:09 pm

Potjeh wrote:Yes, the lines meet in infinity. Shame we don't live infinitely.



You're right; we don't. But its amazing what one month will do.

Otherwise your argument is: "Players that join late and play for one month should be just as strong as players who joined early and have been playing for 3 months."

I can't disagree with this on any fundamental level; this is merely an opinion for the direction the game should be headed.

The above statement is drastically different from: "Players that join late can *never* catch up with someone who started 3 months before them."

I am simply here to correct logically or mathematically absurd statements.
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Re: Combat Caps

Postby novaalpha » Wed Apr 13, 2011 11:17 pm

ItsFunToLose wrote:
Potjeh wrote:Yes, the lines meet in infinity. Shame we don't live infinitely.



You're right; we don't. But its amazing what one month will do.

Otherwise your argument is: "Players that join late and play for one month should be just as strong as players who joined early and have been playing for 3 months."

I can't disagree with this on any fundamental level; this is merely an opinion for the direction the game should be headed.

The above statement is drastically different from: "Players that join late can *never* catch up with someone who started 3 months before them."

I am simply here to correct logically or mathematically absurd statements.



What if someone asks you to demonstrate your funny hypothesis in action? :)
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Re: Combat Caps

Postby ItsFunToLose » Wed Apr 13, 2011 11:21 pm

novaalpha wrote:What if someone asks you to demonstrate your funny hypothesis in action? :)



I would thank them for having the courtesy to ask. My experience has been that you're forced to prove it. :-D
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Re: Combat Caps

Postby pyrale » Wed Apr 13, 2011 11:24 pm

novaalpha wrote:What if someone asks you to demonstrate your funny hypothesis in action? :)

I would try it if I had not 7 younger brothers and sisters to breed :(. Being the elder brother of such a large family and providing food and education to all of them doesn't really let me train in the arts of Mars.
Hopefully they help me to maintain my little farm.

But if you donate enough curios I'll try the experiment :].
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Re: Combat Caps

Postby Potjeh » Wed Apr 13, 2011 11:32 pm

ItsFunToLose wrote:You're right; we don't. But its amazing what one month will do.

Otherwise your argument is: "Players that join late and play for one month should be just as strong as players who joined early and have been playing for 3 months."

I can't disagree with this on any fundamental level; this is merely an opinion for the direction the game should be headed.

The above statement is drastically different from: "Players that join late can *never* catch up with someone who started 3 months before them."

I am simply here to correct logically or mathematically absurd statements.

So, basically, the scum who doesn't start playing before it's cool doesn't deserve to play? How hipster of you.
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Re: Combat Caps

Postby sabinati » Thu Apr 14, 2011 12:39 am

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.


300 uac guy starts 4.5 million LP ahead, disregarding any other skills. if you're both gaining LP at the same rate, when you get the 4.5 million for 300 uac (again, disregarding any other skill investments), he's also put 4.5 million in uac, and is at 424. another 4.5 million and he's at about 520 and you're at 424.

300 in a skill costs 4,524,900; 424 costs 9,009,900; 520 costs 13,545,900.

so how are you closing the gap to 20 in 2 months?

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.


so in an example where both players are earning 200k per day, one guy has a 2.5 day head start? ridiculous. how about a guy starting with 300 ua and a guy with 1 ua earning 200k per day (and lets face it, it's pretty fuckin unlikely the 10 ua guy is going to be clocking that kind of LP since he's starting with 10 int and 0 peace/change).

guy with 300 starting out gets +6million that month, raises unarmed to 458. noob gets +6million (let's just assume he started out in a big town, because lol) and spend is all on unarmed to get 346.

after one month the magic noob that got impossible amounts of LP in his first month still has 112 less unarmed.

now what happens in month 2? lets add a third guy. first guy gets + 6m, 574 ua. second guy gets + 6m, 489 ua. new guy gets + 6m, 346.

anyway, i'll just leave this here:
LP needed to advance from level x to level y = 50*((x+1/2)²-(y+1/2)²)
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Re: Combat Caps

Postby pyrale » Thu Apr 14, 2011 8:07 am

Potjeh wrote:
ItsFunToLose wrote:You're right; we don't. But its amazing what one month will do.

Otherwise your argument is: "Players that join late and play for one month should be just as strong as players who joined early and have been playing for 3 months."

I can't disagree with this on any fundamental level; this is merely an opinion for the direction the game should be headed.

The above statement is drastically different from: "Players that join late can *never* catch up with someone who started 3 months before them."

I am simply here to correct logically or mathematically absurd statements.

So, basically, the scum who doesn't start playing before it's cool doesn't deserve to play? How hipster of you.

I totally agree with you, but this problem doesn't simply need combat system to be adressed to be solved. The root of it is the high-Q nodes gained forever by the first factions around.
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Re: Combat Caps

Postby Barhandar » Thu Apr 14, 2011 9:36 am

It's less "quality nodes" (y'now, border sgs) and more "frikkin lot of stuff in older villages, ranging from entire mansions solely for silk production to cheese in every cupboard".
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Re: Combat Caps

Postby Potjeh » Thu Apr 14, 2011 10:55 am

pyrale wrote:I totally agree with you, but this problem doesn't simply need combat system to be adressed to be solved. The root of it is the high-Q nodes gained forever by the first factions around.

No, not really. Nodes can be and have been taken over in the past.
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Re: Combat Caps

Postby pyrale » Thu Apr 14, 2011 11:00 am

Have they been taken from active established factions by significantly younger factions with significant ressource Q disadvantage ?
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