increase non-hunting lp payouts

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increase non-hunting lp payouts

Postby Laremere » Fri Sep 11, 2009 5:35 am

I think effective as soon as possible, the lp payout for making items should be in direct relation to the quality. The lp earned should be the same as what the lp payout would be for hunting animals with the same amount of lp invested in their relative area. Reasons:

  • It is now a major lp investment put into items, where as before only hunting required a lp investment after buying of skills.
  • Though true that hunting requires weapons and armor, the tools for making items take a bit to make too.
  • While hunting has the danger of animals hurting them, this isn't a problem as you can hunt in a level that is reasonable for you and many people exploit it anyway. Additionally not investing in combat skills is actually more dangerous, as there are far more pvp deaths than deaths from animals, and hunters have an immense advantage in pvp.
  • Hunting makes up for a small portion of the game. There is so little reason for it to be so lop-sided with its massive amounts of lp gain.
  • The fep values used in hunting are the easiest to level, while some of the fep values used in item crafting are the hardest to level.

Additionally, it'd be really nice if you could make it possible to level fep values without having penalties in efficiency if not leveling all at the same time. The solution I like is to have the fep bar represent 1, and when gaining fep, the formula is item's_fep_of_said_type/total_said_type_level. This would basically be the same, but allow specialization. It would also encourage people to level their lower leveled fep values, as it takes less work than leveling the fep values that they are high in.
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Re: increase non-hunting lp payouts

Postby theTrav » Fri Sep 11, 2009 5:47 am

I'd just like to point out Laremere, that everything in your post has been suggested before, and argued before, in some cases multiple times.

I have no strong feelings one way or the other.
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Re: increase non-hunting lp payouts

Postby Laremere » Fri Sep 11, 2009 5:50 am

Well, the major change is now that item crafting takes up lp, and that item crafting now has more variance than types of items, which in relation to hunting is like different types of animals, where before with items it was as if creatures didn't have different levels. There is little reason to leave it so that crafting sucks up lp without greater lp reward while hunting does.
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Re: increase non-hunting lp payouts

Postby Pacho » Fri Sep 11, 2009 5:56 am

Eh, I was under the impression that higher ql items do indeed give more LP

At least it has been the case when I'm making arrows, and I say this with 100% certainty.
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Re: increase non-hunting lp payouts

Postby Brosephine » Fri Sep 11, 2009 9:20 am

I didn't really see a need for it before, but now that it takes LP investment and searching for better materials in order to produce higher quality items, it seems to make sense that LP gained through crafting should be tied to quality of the item created.

If Trav is correct and this is already implemented, I have not noticed it yet.
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Re: increase non-hunting lp payouts

Postby g1real » Fri Sep 11, 2009 1:13 pm

I like it the way it is for the reason that -

* The first 100k are terribly difficult and slow to aquire for a new character.
* The 100k-600k are somewhat easier to aquire, in this time you will also hunt small game.
* After aquiring about 600-800k it becomes somewhat easy to hunt high level things, the LP gain increases enormously if you're dedicated and have a good base set up with supplies you need.
* 2m - You're a super sai-... player, and can sandbox around as much as you want.

I think hunting is just one of the fillers of the phases.
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Re: increase non-hunting lp payouts

Postby Brosephine » Fri Sep 11, 2009 3:59 pm

Ok, I've just confirmed that making higher quality items does already yeild greater LP - atleast with arrows. The bonus, however, is only slight.

g1real wrote:* The first 100k are terribly difficult and slow to aquire for a new character.


It sure is, and it's because of this that newer players feel they are in a very hopeless situation - especially right now while everyone is short of wheat - farming and baking are about the only things new players can do. Mining is now way out of reach until the top players have passed the rustroots down to everyone. Food for thought: How screwed would we all be if stats hadn't been carried over with the map reset? It'd probably be months before anyone even got a mine built.
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Re: increase non-hunting lp payouts

Postby humanalien » Fri Sep 11, 2009 5:44 pm

for getting lp when starting its best to get pottery as soon as possible. wich isnt a problem when there are trees around, like on this map :).
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Re: increase non-hunting lp payouts

Postby Peter » Fri Sep 11, 2009 7:09 pm

All of these have been good points. That first 100k is a killer and does indeed tend to drive away new players. If there was more to do in that section, or if this was only an issue to the first 10k points or something, then the game would be more accessible.

Now, I know what some people might be thinking- more players staying means more griefers staying- but I disagree. You see, it's easy to grief- you can pave obscene shapes or steal from other new players or try to crash the server somehow. I've even seen players mess with other's heads by leaving dangerous runestone "protips" such as extolling the LP benefits of swimming.

All of those activities are not done by players who are, for instance, able to sneak into other's campsites or have the murder skill or so on. They are largely, I suspect, done by players who are frustrated by not being able to do anything else.

By making it practical for new players to get to interesting parts of the game, they won't be interested in griefing.

At least, that's what I think.
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Re: increase non-hunting lp payouts

Postby Laremere » Fri Sep 11, 2009 8:40 pm

g1real wrote:I like it the way it is for the reason that -

* The first 100k are terribly difficult and slow to aquire for a new character.
* The 100k-600k are somewhat easier to aquire, in this time you will also hunt small game.
* After aquiring about 600-800k it becomes somewhat easy to hunt high level things, the LP gain increases enormously if you're dedicated and have a good base set up with supplies you need.
* 2m - You're a super sai-... player, and can sandbox around as much as you want.

I think hunting is just one of the fillers of the phases.

At least one, if not more of the characters in our settlement would be super chars if hunting wasn't the only way. Some people (like me and others in my settlement) are less into hunting, and more enjoy the other aspects of the game more. Saying that hunting should be the only way to level your character after a certain point leaves out the people who simply like the other parts of the game better.

As for lp payout, it may be in the game to a certain degree, I don't really know as I haven't leveled my skills enough, but I'm saying that the same amount of lp invested in item making should give the same payout as the lp invested in hunting.
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