Activity based LP system?

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

Activity based LP system?

Postby Monkeytofu » Wed Feb 02, 2011 3:07 am

Since world 4 began it seems like everyone has at some point or another just grinding for LP, be it buckets, animals, digging etc. I'm not innocent of it either, and while I was grindin' dat LP one day I had some time to think about LP and different way to gain it.

My idea for a new system would basically call for a total revamp of the LP system that, rather than assign individual LP amounts to certain items, would give LP based on activity and variation of items used. For example, you could make 10 "low level" utensils at about 20LP per item. After the 10 initial items you would start to only gain 5 LP per item made. To make up those 10 item slots back you could craft items in another category to reset it or wait some short amount of time.

I don't know how hunting would factor into this, maybe keep it as it is or make them more dangerous, give more lp, and even more rare than they are now.

Murder would stay the same in this system.

Just posting this idea to see what you guys think/ if anyone else has ideas :)

Edit: Instead of making another post, I'll just add it here:

Have skills cost more each level up, but make them cheaper to buy by some amount each time you use an action under that skill's category.

so if it costs 5,000 LP to buy 1 point in Unarmed, after punching some animals or people in real combat you could get maybe 10 points down for each hit to some sort of cap.
Last edited by Monkeytofu on Wed Feb 02, 2011 5:51 am, edited 1 time in total.
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Re: Activity based LP system?

Postby cobaltjones » Wed Feb 02, 2011 3:19 am

Cool idea that's never been discussed before.
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Re: Activity based LP system?

Postby flaw » Wed Feb 02, 2011 3:46 am

In before "blah blah test server blah blah".
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Re: Activity based LP system?

Postby Lahrmid » Wed Feb 02, 2011 4:31 am

Monkeytofu wrote:I don't know how hunting would factor into this, maybe keep it as it is or make them more dangerous, give more lp, and even more rare than they are now.


ffffffffffffuuuuuuuuuuu


Anyway... I'd be happy to just see them balance the LP gains. Bucket-ing is way imba, and I'd also like to see an increase in animal population, but with less LP. Mining already got nerfed, so that's off the checklist...
Basically, nerf the buckets.


After having balanced teh LP gains for various tasks, a system like this could be useful for reducing efficiency of bots and the general boring one-item grind.
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Re: Activity based LP system?

Postby Zampfeo » Wed Feb 02, 2011 5:13 am

Then I will just alternate between making buckets and making wicker breadbaskets. :P
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Re: Activity based LP system?

Postby Sever » Wed Feb 02, 2011 5:50 am

Stop trying to condition people with your negative reinforcement.

Zampfeo wrote:Then I will just alternate between making buckets and making wicker breadbaskets. :P

This. You will not defeat macros nor grinders with this. You could make it more complicated, but no thanks.
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Re: Activity based LP system?

Postby Monkeytofu » Wed Feb 02, 2011 5:55 am

Sever wrote:Stop trying to condition people with your negative reinforcement.

Zampfeo wrote:Then I will just alternate between making buckets and making wicker breadbaskets. :P

This. You will not defeat macros nor grinders with this. You could make it more complicated, but no thanks.


chill out bro.

Items could be under categories to prevent this, or if you're butt hurt about "negative reinforcement" you could give people more LP for doing a variety of tasks instead of taking away.
[13:09:52] <shadowchris> u seduce to name calling?

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Re: Activity based LP system?

Postby BadMotel » Wed Feb 02, 2011 9:08 am

People grind buckets, digging, animals (which I assume means hunting, and not really a grind), breadbaskets, etc. If you make it so LP is lowered after doing an individual task for x time, then people with do grind task A for x time (or longer, just until it's not worth it Lp/min) then move onto task B for X time, then task C. It won't stop boreing grinds , just maybe make them a little more varied. It's been said over 9010 times, people will do whatever it takes to get the most lp they can.

Also, this is really going to hurt the devoted farmers, miners, sewers, people with in game professions that focus their work, hurting them for being good at something.

Edit: stupid iPod auto-correct.
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Re: Activity based LP system?

Postby Demiwar » Wed Feb 02, 2011 1:59 pm

Lahrmid wrote:
Monkeytofu wrote:I don't know how hunting would factor into this, maybe keep it as it is or make them more dangerous, give more lp, and even more rare than they are now.


ffffffffffffuuuuuuuuuuu


Anyway... I'd be happy to just see them balance the LP gains. Bucket-ing is way imba, and I'd also like to see an increase in animal population, but with less LP. Mining already got nerfed, so that's off the checklist...
Basically, nerf the buckets.


After having balanced teh LP gains for various tasks, a system like this could be useful for reducing efficiency of bots and the general boring one-item grind.


Lahrmid, How dare you call for them to nerf buckets... ffffffffffffffuuuuuuuuuuuuuudddddddddddduuuuuuuuuuudddddddddeeeeeeeeee
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Re: Activity based LP system?

Postby OvShit » Wed Feb 02, 2011 6:38 pm

Got an idea about LP - hope it`s new.
So, the basic of the idea is: get the same set amount of LP for every second spent working(hourglass shown).
To prevent possible grinding, after some amount of LP gained(much alike branches) things like baskets, buckets and others will be built way quicker thus giving way less LP(because you will need nearly one second to build one).
This, imo, would lead to a following result: people would actually play more, they would do what they like and every type of activity would be profitable.
Ah, and what`s for tasks which give LP but take no time(like putting soil into pot or fishing - they would give the same amount of LP as set for every other activity but LP is given on placing item into/trying to fish something out - excuse me, I`ve forgot the word for it.
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