The future of the hearthlands

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The future of the hearthlands

Postby burgingham » Thu May 20, 2010 9:28 pm

I wanted to share with you a little conversation we had about the time when the lp system is replaced by wyrd:

[22:22:16] Avu (Melisandr): I can see it now
[22:22:25] Avu (Melisandr): Have you knocked on all the houses in teh village today?
[22:22:29] Avu (Melisandr): yes
[22:22:33] Avu (Melisandr): step 2 build more houses
[22:22:38] Avu (Melisandr): step 3 repair all the houses
[22:22:48] Avu (Melisandr): step 4 go hug all your alts
[22:22:48] birger (burgingham): :D
[22:22:56] Sarge: :D
[22:22:58] Jesse: :D
[22:23:07] Darkren: :D
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Re: The future of the hearthlands

Postby Brickbreaker » Thu May 20, 2010 10:11 pm

This is exactly why I asked how the wyrd system would work.
It seems to routined.
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Re: The future of the hearthlands

Postby theTrav » Thu May 20, 2010 11:24 pm

So how could you fix it?

Increase weird gained based on the time between performing tasks?

Increase weird gained based on the number of different tasks performed? The number of different ones in a row?

Make the formula change fairly constantly to deliberately try and hamper players tendancy to look for an optimum formula and then grind away at it?

Skill caps? Weird caps? something else?


I'm not really a fan of any of those options, but seriously, you seem to know what you don't want, do you have any idea of what you do want? Or are you happy with the current LP situation?
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Re: The future of the hearthlands

Postby Brickbreaker » Fri May 21, 2010 8:47 pm

In general I don't like character progression wyrd or LP.
My dream world would be a place where a noob can join in instantly and be an important part of the community and crafting would be a bunch of minigames with quality based on skill in those particular minigames.

However as it sounds atm I'd be hoping the dev's keep the LP system or atleast find a way to not make it routine.
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Re: The future of the hearthlands

Postby Zamte » Fri May 21, 2010 10:32 pm

What I'd like to see done is make a system using wyrd (but please, nothing like the proposed one) which replaces LP ONLY after a specific progression.

Say you can use LP to buy any skill value up to 200. After this point you would need to do something else to gain points towards "mastery" in that skill value, which would cost the new type of points (and each skill value would have specific ones gained through using it) as well as an LP fee. The LP curve at this point would become heavier.

The problem I see with Jorb's ideas for Wyrd is... it seems it'd make H&H into your typical browser game. Where you can only gain X points a day. This would also mean that anybody who got in late would never be able to pass up anybody else, as the points are incredibly limited and those who have been around longer will definitely have the most point-gain opportunities. You create a system, much like those other games, where the point becomes simply to log in, earn your points for the day, and log out. I'm perfectly happy with LP by itself, I just think we need something else to go along with it as well.

Perhaps make it so we gain LP, which is used for all skills up to skill value 100, however we also gain specific points in each skill value any time we use it, at any skill value, worth 10% of base LP for the task performed. After skill value level 100, these points would be used along with 10x the LP (this means that at base neutral on tradition/change, doing a given task and devoting all LP and <value> points to it would allow you to use all of both exactly). However on top of this, a "mastery item" system could be done and tied to ancestry worship. Perhaps to unlock your ancestor's previously famous smithing abilities (the ability to pass smithing 120), you would need to smith a quality 40 item of any type. Through to 200, every 20 points could require another mastery item, and at this point they're fairly general. Any item for smithing, with higher qualities each time. After 200 they could switch to every 50 levels, but become more specific, perhaps require a specific category (armor, weapon, jewelry), until 500. After 500 you could do them every 100 levels, but require a specific item, such as a q60+ militia sword, or q50+ steel plate.

Such a system would have a few effects, firstly it'd make skill value tougher to get, and make good crafters something to be sought after, because not everybody could just use their random LP farming method to get the value for it, which I believe is the main thing they're trying to avoid by replacing LP. On top of this however, the mastery items would make it more interesting, and bring something to the table other than flat out points. This also means as the crafter would require material progress in their chosen field, macroing LP (and new points) would be discouraged as it'd be more difficult without backing.

On a slightly related note, I think no matter what system is adopted, unarmed, melee, and marksmanship, and any future combat abilities ought to be split off from skill values and treated in their own way. The griefing problem would likely be markedly lower if people did not have to choose between being capable of fighting and being capable of crafting, but could pursue both together.
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Re: The future of the hearthlands

Postby Russaria » Sat May 22, 2010 8:48 am

Zamte wrote:The problem I see with Jorb's ideas for Wyrd is... it seems it'd make H&H into your typical browser game. I'm perfectly happy with LP by itself, I just think we need something else to go along with it as well.



Most people I know feel the same, I too like the LP system very much. I do think if I learned all the hacks and macros stuff I might would get boared as alot of those who do seem to, but otherwise I'm fine with it. I wouldn't be opposed to some wyrd system that was optional through a skill progression or something that as an "Added" feature. But knowcking on cabin doors and huging alts and chanting at the moon and such nonsense as the Prime system would just kill it and make it like some facebook mafia or farm game..lol

But they'll do whatever they want and we'll just have to see.
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Re: The future of the hearthlands

Postby Thijssnl » Sat May 22, 2010 9:56 am

Russaria wrote:
Zamte wrote:The problem I see with Jorb's ideas for Wyrd is... it seems it'd make H&H into your typical browser game. I'm perfectly happy with LP by itself, I just think we need something else to go along with it as well.



Most people I know feel the same, I too like the LP system very much. I do think if I learned all the hacks and macros stuff I might would get boared as alot of those who do seem to, but otherwise I'm fine with it. I wouldn't be opposed to some wyrd system that was optional through a skill progression or something that as an "Added" feature. But knowcking on cabin doors and huging alts and chanting at the moon and such nonsense as the Prime system would just kill it and make it like some facebook mafia or farm game..lol

But they'll do whatever they want and we'll just have to see.


Not entirely true luckily, its the same as that they give us what we whine for massively :) (Like rafts for cows and stuff mhh)
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Re: The future of the hearthlands

Postby Thurrok » Sat May 22, 2010 4:08 pm

Wyrd for incrementable skills would be a rather evil, tedious and unpopular decision. When thinking of profession skills like Lumberjacking or Farming though, it would make the game more interesting. As of now, you can spend some 50K lp and become a jack of all trades. With a full peaceful/change char, it takes maybe 2-3 hours to reach this point. Taking into account that currently, a Hearthling's profession is decided by his stats only, profession skills seem obsolete. Wyrd could be used to change that.

Apart from encouraging the individual specialization of Hearthlings, I see no reason why Wyrd should be implemented, as knocking on doors and shaking hands every day is an unnecessarily tedious task and would ruin the game as it is.
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