Improve surplus stat : Psyche

Thoughts on the further development of Haven & Hearth? Feel free to opine!
Karlq
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Improve surplus stat : Psyche

Post by Karlq »

As you all know psyche is the most useless stat.

I think it need another bonus like increasing time of burf
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burgingham
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Re: Improve surplus stat : Psyche

Post by burgingham »

Nice try.
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Potjeh
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Re: Improve surplus stat : Psyche

Post by Potjeh »

You know, those thanes rings are kinda weak, they should act as armour as well.
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Granger
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Re: Improve surplus stat : Psyche

Post by Granger »

You guys are totally right, the effects of current implementation of psy is total bullshit.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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burgingham
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Re: Improve surplus stat : Psyche

Post by burgingham »

Well that is something we could indeed discuss.
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DatOneGuy
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Re: Improve surplus stat : Psyche

Post by DatOneGuy »

A good deal of the blame lies on how villages use psy not all of the problems are developmental here.
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Avu
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Re: Improve surplus stat : Psyche

Post by Avu »

Ehm if it can be exploited it will be exploited so good design will not assume people will larp around the exploit.
"Since all men count themselves righteous, and since
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
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loftar
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Re: Improve surplus stat : Psyche

Post by loftar »

Yeah, the problem with Psyche is, as I've stated previously, not really a problem with Psyche at all, but rather with the jewelcrafting, in that it actually creates quality only from character stats. As mentioned, we'll probably introduce a gold-beater's skin and jeweler's tools or something like that, which will be used as tools in jewelcrafting and determine the base quality, which will then be softcapped as usual by character stats.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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DatOneGuy
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Re: Improve surplus stat : Psyche

Post by DatOneGuy »

Considering how shitty lower quality thanes are and that jewelry is the only thing worth sinking time into besides combat stats directly after a few months, won't that just screw over pretty much all endgame next map?

As it stands there are very, very few goals for a large village to get 'stronger', oh sure you can grow hemp until you go insane and keep raising quality on it to raise fibres to raise tree quality, but that becomes shit and you end up seeing like a few quality point raises every few weeks at a certain point. Jewelry falls into the same exact category where it eventually justsucks diminishing returns and all.


So I'm wondering... if jewelry will eventually just be a softcap stat like everything else, while we do have things we can dump time into as individuals (melee, ua, farming, str, con[to some extent], agi[likewise to a very high limit but a limit], per[if mm ever becomes more useful])but as a village there are essentially two main things as it stands: Farming (And trees fall under it), Jewelry (for all it's beautiful purposes).

I can't think of anything else off the top of my head anyhow.
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Avu
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Re: Improve surplus stat : Psyche

Post by Avu »

Lack of high end content has been a problem for like half a year now... jewelry is still imbalanced but I strongly agree that we need incentive to keep playing in the end game otherwise after about 2 months there is no real reason to go on on each new map heck even with jewelry up to over 600 there is no real reason to go on due to the sqrt thingie but we do it anyway otherwise it's quitting time...
"Since all men count themselves righteous, and since
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."

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