Release Date Trailer: Eternal Alpha, Aug. 21st 2015

Announcements about major changes in Haven & Hearth.

Re: Release Date Trailer: Eternal Alpha, Aug. 21st 2015

Postby bmjclark » Sun Jun 28, 2015 12:49 pm

Altich wrote:
Costs to grow grow exponentially

Costs don't really grow exponentially: they just increase by 100 every level (or by 1 for the attributes). Meaning it's not that harder to go from 500 to 600 than it is to go from 400 to 500. (While the difference between 0-100 and 100-200 is proportionally much bigger.) As the character levels up, the increased difficulty becomes less and less apparent. If costs were growing exponentially, maybe that would solve some problems.

I think a lot of these discussions and suggestions are unlaid eggs anyway - let's wait for August and see what eggs loftar and jorb hid for us

That is true. I also believe that what we are talking about have already been thought.


Because of how the formula's work right now though going from 200 UA to 201 UA gives you more benefit than someone who goes from 1000->1001 UA. If you fought against him, he'd have to get to 1005 UA against your 201 UA for it to be the same as it was at 200 vs 1000 (i hope i explained that right and i probably didnt but try it with the combat formulas if you want), so 21k LP vs 515k to keep the same advantage. Going from 200 UA -> 300 UA is also a significant boost vs someone going from 1000 to 1100. 1000 UA punching someone with 200 UA does 96% of their defense bar, 1100 UA punching someone with 300 UA does 79% of their defense bar. The higher your UA gets the less effective each point is against people with lower UA. The cost of each point increases and each point you get is less effective.

Either way, like potjeh said things are changing up significantly from what we've heard in regards to how people with lower UA will fare against titans. No clue how it'll work out though. My main concern is still for 0 investment characters ganging up on a titan and killing him.
Last edited by bmjclark on Sun Jun 28, 2015 1:14 pm, edited 1 time in total.
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Re: Release Date Trailer: Eternal Alpha, Aug. 21st 2015

Postby Altich » Sun Jun 28, 2015 1:11 pm

My main concern is still for 0 investment characters ganging up on a titan and killing him.

This might be an issue if the problem with alts is not reduced significantly. But if there are few/ none alts, then it will not be a big problem. A titan should also be careful when taking a walk, and maybe he should also group up with some others to be safe. He shouldn't just do whatever he wants with minimal/ no risk.

Edit:
TeckXKnight wrote:At the moment the game lacks content. It's a great game but lets be honest, there's not a lot to do at the end game. Animal AI is also too basic to present real challenge so it's pretty easy to start killing bears, deer, and boar on the first day of the game. Until the game is fleshed out more and areas that need major rebalancing are, there will be drop-offs of players as they get tired of different aspects of the game.

That's also another important issue, and I think somewhere I read loftar mentioning it as well.

At the end, there is not much to do, and that fact creates the so-called "griefers" (who might be people that are just bored and don't have anything else to do).
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Re: Release Date Trailer: Eternal Alpha, Aug. 21st 2015

Postby Potjeh » Sun Jun 28, 2015 1:24 pm

Altich wrote:Do you know what will be the practical result of this? For example, does this mean that a player with, lets say 1000UA can't easily kill with one hit a player with, let's say 100UA? Also, does that mean that, even low UA players have some chances if they group up against one with higher UA?

(Edit: Also, do you know if the same is going to be applied at strength as well? And how about constitution? That's also an important thing for a fighter I think)

The only way to really know the practical results is to test the system thoroughly, so I don't think even the devs themselves can really know at this point. However, all signs point towards the end of one-hit kills. As for stats, I'd be very surprised if they didn't rein in the damage spectrum along with combat weight. What does concern me, though, is that there doesn't seem to be anything analogous to this for the crafting skills, so it looks like the ridiculous rat race in those will remain and thus separate crafting and combat characters will still be a necessity.
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Re: Release Date Trailer: Eternal Alpha, Aug. 21st 2015

Postby Altich » Sun Jun 28, 2015 7:13 pm

What does concern me, though, is that there doesn't seem to be anything analogous to this for the crafting skills, so it looks like the ridiculous rat race in those will remain and thus separate crafting and combat characters will still be a necessity.

That sounds like a problem that would encourage the creation of alts.

There could be a way to deal with this. The game could force the player to spent half his LP to combat skills (unarmed, marksman, melee) and half to other skills. Meaning that everyone would be forced to be both a fighter and a crafter. In addition to that, all the attributes could contribute towards combat (in different ways) so that someone who would only boost strength and constitution wouldn't have a huge advantage. This suggestion might be too much though. I'm not sure how well it would work :P
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Re: Release Date Trailer: Eternal Alpha, Aug. 21st 2015

Postby LadyV » Sun Jun 28, 2015 8:20 pm

Alts in themselves are not an issue. Its the ability right now to factory build them up into ready reserves. In my opinion alts should have the same diminishing return as raising skills and stats. The more you have the harder it is for them to raise in skill. So you can have as many alts as you want but each alt beyond the first is harder to level.

This would still beneficial to those who prefer to play alone, a reasonable reserve, maybe even a secure LS. It however penalizes mass alts that can be abused.
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Re: Release Date Trailer: Eternal Alpha, Aug. 21st 2015

Postby Altich » Sun Jun 28, 2015 8:34 pm

LadyV wrote:Alts in themselves are not an issue. Its the ability right now to factory build them up into ready reserves. In my opinion alts should have the same diminishing return as raising skills and stats. The more you have the harder it is for them to raise in skill. So you can have as many alts as you want but each alt beyond the first is harder to level.

This would still beneficial to those who prefer to play alone, a reasonable reserve, maybe even a secure LS. It however penalizes mass alts that can be abused.


Since sometimes you cannot know who is using them (for example someone could make a new account), you cannot take such action against alts. The only thing that can be done is to reduce their significance. And I think I provide some kind of solution at my previous post.
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Re: Release Date Trailer: Eternal Alpha, Aug. 21st 2015

Postby TeckXKnight » Sun Jun 28, 2015 8:57 pm

LadyV wrote:Alts in themselves are not an issue.

viewtopic.php?f=7&t=38517&p=511238#p511238

Perhaps they haven't been a problem for you directly yet, but they are very much an issue and they are abused in ways that hamper the game in all forms.
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Re: Release Date Trailer: Eternal Alpha, Aug. 21st 2015

Postby Granger » Sun Jun 28, 2015 9:38 pm

borka wrote:I want it standalone - i don't want to be depended on browser developers ...

Same here.

I don't want a permadeath game end my toon when the browser decides to spend his time on rendering ads...
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Re: Release Date Trailer: Eternal Alpha, Aug. 21st 2015

Postby LadyV » Sun Jun 28, 2015 10:34 pm

Altich wrote:Since sometimes you cannot know who is using them (for example someone could make a new account), you cannot take such action against alts. The only thing that can be done is to reduce their significance. And I think I provide some kind of solution at my previous post.


Now your implying bots? I won't go into another bot discussion it has been done way to many times. It only stirs up a bitter divide.

TeckXKnight wrote:viewtopic.php?f=7&t=38517&p=511238#p511238

Perhaps they haven't been a problem for you directly yet, but they are very much an issue and they are abused in ways that hamper the game in all forms.


Teck I have no disagreement that alts cause issues. It's the mechanics of them cause issues not having them per se. Spawning the horde of alts you showed in the pic is an abuse of the mechanic. If they set limits how often you can spawn off of a HF or how many new ones you can spawn at a time then you solve that issue.

As I said alts need diminishing returns.

Having alts is not an issue. Having to many or abusing the mechanics of the game is.
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Re: Release Date Trailer: Eternal Alpha, Aug. 21st 2015

Postby Altich » Sun Jun 28, 2015 10:52 pm

Now your implying bots? I won't go into another bot discussion it has been done way to many times. It only stirs up a bitter divide.

I didn't imply bots?... I was talking about alts. I said that your suggestion can't work against alts and I explained why.
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