Stats not permanent

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

Stats not permanent

Postby Danno » Sun Jun 02, 2013 11:24 pm

You eat a honeybun and it raises your agility since it gives you a sugar rush or something... but why do you still have that sugar rush 30 days later? I propose food stats become less necessary to exist and more akin to personal beliefs. Yes, I'm talking about caps, but not necessarily in a way that makes everyone exactly alike and with nowhere further to go.

There could be two levels of attributes: one that changes instantly and one that's harder to change. For example, you get an FEP level up from eating honeybuns and it raises your temporary agility. Next you get an FEP level up from eating beef and it raises your temporary constitution and you lose your temporary agility bonus. This could maybe allow you to store up to 3-10 temporary stats with the oldest in line being bumped out of existence.
The more permanent stat could be raised if you maybe get 3 of the same FEP level up in a row, and perhaps only lost/replaced if you get 3 of some other FEP level up in a row. Perhaps to help get characters started, the more permanent stats would be raised with just 1 FEP level up until they've raised 50 stats or something. This is all just an example, nothing set in stone. The basic idea might be that you can only have 200 stats in total (excluding buffs and temporary stats) and that maybe you won't be replacing permanent stats until you've hit your limit.

What's the point of this? Well, let's look at the current game strategy: raise all your stats to ridiculous levels because why not? There could be changes to the combat system to allow for different types of fighters (or non-fighters). Currently, you just pump up your unarmed/strength or marksmanship/perception and you can quickly and effortlessly kill anything in one or two hits. If players can't rely on stats to carry them through the battle, and if there are different types of fighters to watch out for, I think it would make combat more interesting. Examples of possible changes:
-Dodge maneuver considers your agility vs. the opponent's perception (including close range combat)
-Specific moves for agility types:
>Flee: maybe costs some IP, raises your speed to sprint for 5 seconds with no stamina drain, can be stacked before used
>Sway: maybe costs some IP, doubles effectiveness of next 3 Dodge maneuvers
>Throw Sand cooldown could be drastically affected by agility to make it worth using
>Feign Flight cooldown could also be drastically affected by agility and also usable when your defense is higher

There could maybe also be some dexterity or intelligence type. Maybe one move could cost IP and lasso an enemy or tie their feet together or something. This would prevent agility types from escaping or simply reduce their agility stat, but would essentially be unusable by a lone warrior, so teamwork would be needed. It's pretty much a death sentence going 1 on 1 against someone with higher stats than yourself, but stuff like this could produce some alternative results. This could also prevent players from becoming overpowered in the first place. The combat formulas and/or some of the examples I mentioned might need some reworking for this to be effective.

There would still be a point in playing after hitting the cap since you'd need to consistently eat your desired foods in order to maintain your stats, and you'd surely be hungry if you're still doing your usual work around the village (digging clay, mining, farming, etc.). Perhaps players could actually become hungrier quicker so we have that threat of starving again, something that's interesting for the first few days of playing, but then never a problem again afterwards. Foods like apples and plain bread could give you blank FEPs, which would give no temporary stat and reduce a 'permanent' stat if you get 3 like that in a row. Perhaps that penalty wouldn't apply to (new) players with low stats.
RIP
User avatar
Danno
 
Posts: 429
Joined: Tue Jul 13, 2010 12:21 am
Location: Canada

Re: Stats not permanent

Postby borka » Sun Jun 02, 2013 11:33 pm

ReadMeFirst wrote:Please be as concise as possible when making suggestions. The goal is to have the reader understand your post and agree with it. If they have difficulty understanding your post, find it too long or too annoying to read, they're much less likely to support your idea.


And do you really think today is the right day to post such a long post with all that chatter going on at forums?!? :?
User avatar
borka
 
Posts: 9965
Joined: Thu Feb 03, 2011 7:47 pm
Location: World of Sprucecap

Re: Stats not permanent

Postby cobaltjones » Sun Jun 02, 2013 11:36 pm

Read the very first sentence and saw a stupid comparison of in game mechanics to real world events. :roll:

It's a game. A game where you take your character and you make him better, via a bunch of statistical values. FEP progress is character progress.

Didn't read another word because you're dumb and your suggestions are terrible.
User avatar
cobaltjones
 
Posts: 2725
Joined: Tue Dec 07, 2010 1:27 am

Re: Stats not permanent

Postby Oddity » Mon Jun 03, 2013 3:01 am

no pls
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
User avatar
Oddity
 
Posts: 1979
Joined: Sun Jun 20, 2010 12:04 am
Location: BC, Canadia

Re: Stats not permanent

Postby TeckXKnight » Mon Jun 03, 2013 3:04 am

Well, let's look at the current game strategy: raise all your stats to ridiculous levels because why not? There could be changes to the combat system to allow for different types of fighters (or non-fighters).

But that's not true. Attempting to do this without careful strategy can wreck a character. There are already different types of fighters and crafters are very rarely fighters. The one exception to this is strength since it is arguably the easiest stat to raise.
User avatar
TeckXKnight
 
Posts: 8274
Joined: Tue Jul 13, 2010 2:31 am
Location: How Do I?

Re: Stats not permanent

Postby SuperNoob » Mon Jun 03, 2013 7:08 am

wait, how do you get strong enough to break stuff if you can't get more strength? your idea would leave everyone perfectly safe behind the most basic of defenses.

a palisade has a soak of 25, a ram does 20 damage, at 10 strength(start strength you get your next point of damage at 16) you do 3 damage...meaning 2 short of the soak. what would be the point of brickwalls?
SuperNoob
 
Posts: 521
Joined: Sat May 11, 2013 1:41 am

Re: Stats not permanent

Postby Taxaso » Mon Jun 03, 2013 12:49 pm

No.
:/
Taxaso
 
Posts: 238
Joined: Sun Apr 28, 2013 1:33 pm

Re: Stats not permanent

Postby brohammed » Mon Jun 03, 2013 1:07 pm

I like it in principle but wouldn't it be too easy to make combat alts with that system?
User avatar
brohammed
 
Posts: 526
Joined: Sun Jun 20, 2010 2:41 pm

Re: Stats not permanent

Postby Danno » Thu Jun 06, 2013 4:56 am

borka wrote:
ReadMeFirst wrote:Please be as concise as possible when making suggestions. The goal is to have the reader understand your post and agree with it. If they have difficulty understanding your post, find it too long or too annoying to read, they're much less likely to support your idea.


And do you really think today is the right day to post such a long post with all that chatter going on at forums?!? :?

Well, I knew people would already disagree with it on the basis that it is a change to the system they know and love. Nobody will ever want a change to a game they're used to unless it makes the game easier for themselves or gives themselves an edge over other players. See: default client vs. custom clients. Since many of you are already used to grinding, calculating, and being at the top of the food chain, you do not want to accomodate the "newbs" who have not put the same time/work into the game you have. Furthermore, you need to have an advantage over someone or else all your work would have been for nothing.
I think it's fine to have some hierarchy, but not like this. Basing it on how long you grind is just stupid. I rather like the idea of how someone who doesn't know how combat works will just use "Jump" and "Punch" whereas an experienced player will get IP and use better moves. If a player has an advantage, it should be from experience, not from points you put into your character through months of tedious and repetitive work.

cobaltjones wrote:It's a game. A game where you take your character and you make him better, via a bunch of statistical values. FEP progress is character progress.

Didn't read another word because you're dumb and your suggestions are terrible.

So much focus on numbers makes the game seem less like a game. Wouldn't you rather play than do math and pre-plan your character for the next 3 months? Progressing a character through stats and grinding is arguably the worst aspect of MMOs. Thank you for your valuable input to this topic.

TeckXKnight wrote:
Well, let's look at the current game strategy: raise all your stats to ridiculous levels because why not? There could be changes to the combat system to allow for different types of fighters (or non-fighters).

But that's not true. Attempting to do this without careful strategy can wreck a character. There are already different types of fighters and crafters are very rarely fighters. The one exception to this is strength since it is arguably the easiest stat to raise.

Well, you obviously wouldn't want to throw some character with 100 psyche out to battle, and you wouldn't want 100 psyche slowing down your STR/CON/AGI growth. There are certain stats more applicable to fighting that fighters would surely raise, some more important and viable than others. The game also gives us 3 choices for combat, each following a fairly predictable pattern. Even if you can predict the pattern, you can't do anything about it if your stats are too low, which is a shame. I think the combat system is lacking a bit when the outcome can be predetermined by who has more buckets of water, who traded for better gear, or simply who has the higher stats. I also think it's a bad sign when some moves are virtually useless. You can make hybrids, which can add a little surprise, but there doesn't appear to be room for choices beyond that. It's also kinda bland being fairly sure how someone will fight just based off of how they're equipped.
A good portion of MMOs will have you set yourself up auto-attacking a monster just by clicking on them once, or holding down some attack button and hitting skill hotkeys. H&H's combat seems to me like it was meant to be strategic instead of senseless, but giving someone a decisive advantage because they played longer seems to contradict that.

I don't know everything about H&H's combat, I could be missing things. I'm just a shit-tier player, after all. A lot of it seems pretty cut and dry, though, unless you're in a group battle with more players on the weaker side to make up for stats.

SuperNoob wrote:wait, how do you get strong enough to break stuff if you can't get more strength? your idea would leave everyone perfectly safe behind the most basic of defenses.

a palisade has a soak of 25, a ram does 20 damage, at 10 strength(start strength you get your next point of damage at 16) you do 3 damage...meaning 2 short of the soak. what would be the point of brickwalls?

My idea would only limit how strong a person can become, as they should be. It wouldn't make it impossible to destroy things, just you wouldn't be able to walk over to some newb's village and kick down their palisade alone.

brohammed wrote:I like it in principle but wouldn't it be too easy to make combat alts with that system?

Isn't it already?
RIP
User avatar
Danno
 
Posts: 429
Joined: Tue Jul 13, 2010 12:21 am
Location: Canada

Re: Stats not permanent

Postby borka » Thu Jun 06, 2013 6:51 am

Wall of text ...
User avatar
borka
 
Posts: 9965
Joined: Thu Feb 03, 2011 7:47 pm
Location: World of Sprucecap

Next

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 0 guests