FEP system

Thoughts on the further development of Haven & Hearth? Feel free to opine!
User avatar
Delamore
Posts: 1234
Joined: Mon Jul 13, 2009 9:11 am

FEP system

Post by Delamore »

Currently there is nothing you can screw up in the game, no builds nothing like that.
Aside from one thing: FEP
The FEP system currently allows someone to level their character incorrectly, Say you were to eat only cow sausages for the first few days as you learn the ropes, now each stat will cost you a few hours to get a point in.
What about those who spend their time leveling one stat like Strength due to the lack of use in any other stat? They will be screwed even more.
Why not have each stat have its own FEP bar? Or even allow a player to set FEP into different stats for different values, so 5 points of strength FEP might be exchanged for 2 points of con FEP?
Anything is better than the current cost system.
Rugs
Posts: 74
Joined: Fri Jul 17, 2009 11:29 am

Re: FEP system

Post by Rugs »

I AGREE
kobnach
Posts: 671
Joined: Wed Jun 10, 2009 5:04 am

Re: FEP system

Post by kobnach »

I rather like the need to pay attention to what you are eating, and judge whether imbalancing your development in favour of one stat is worthwhile. It _would_ be better if this were explained to newbies; I wasn't too happy to discover this with 30 or so int, 15 or so con, and precious little else - and this is small potatoes compared to someone else I know. But it's a unique game mechanic, which I like, and it makes a continuous challenge, with an advantage to those who plan ahead.
User avatar
Blaze
Posts: 1072
Joined: Sun May 31, 2009 3:59 am
Location: Hearth

Re: FEP system

Post by Blaze »

The current FEP system is designed to punish those whose short-sightedness with their diet caused such an imbalance. That's why stats which are harder to increase at low levels give much more FEP.

Regardless, it would be nice if we could lower the bar slightly, say, the FEP needed is equal to the average of all stats + 10-20% of the highest.
You see a masterful engraving by Blaze. On it is Blaze, bears, boars, and foxes. Blaze is striking down the bears. The boars are screaming. The foxes are in a fetal position. The image relates to the return of Blaze in the late winter of 2009.
User avatar
loftar
Posts: 9096
Joined: Fri Apr 03, 2009 7:05 am
Location: Your character database

Re: FEP system

Post by loftar »

I find the suggestion very strange. Why should we remove, as you say, the single thing which is actually hard and requires you to think and plan? It seems absurd.
Blaze wrote:Regardless, it would be nice if we could lower the bar slightly, say, the FEP needed is equal to the average of all stats + 10-20% of the highest.
Actually, I've been thinking for quite some time that it would be fun to turn the FEP system on its head, so that it encourages character specialization -- that it makes it easier to go on levling indeed as long as you only do it in one or two stats, and that it is far harder to level all stats evenly. Of course, there should still be diminishing returns (maybe even harder such than currently), but I'd generally like to see more specialization.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
Delamore
Posts: 1234
Joined: Mon Jul 13, 2009 9:11 am

Re: FEP system

Post by Delamore »

loftar wrote:I find the suggestion very strange. Why should we remove, as you say, the single thing which is actually hard and requires you to think and plan? It seems absurd.
Blaze wrote:Regardless, it would be nice if we could lower the bar slightly, say, the FEP needed is equal to the average of all stats + 10-20% of the highest.
Actually, I've been thinking for quite some time that it would be fun to turn the FEP system on its head, so that it encourages character specialization -- that it makes it easier to go on levling indeed as long as you only do it in one or two stats, and that it is far harder to level all stats evenly. Of course, there should still be diminishing returns (maybe even harder such than currently), but I'd generally like to see more specialization.
The problem is currently only 2 stats are of any use, hell we don't even know if there will be a character reset before the rest are given uses.
User avatar
Jackard
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Re: FEP system

Post by Jackard »

welp i guess we dont need to worry about balanced diets anymore then
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
SynthesisAlpha
Posts: 98
Joined: Tue Jul 14, 2009 3:17 pm

Re: FEP system

Post by SynthesisAlpha »

THIS LOOKS FAMILIAR.

oh yeah, I already suggested it
User avatar
Blaze
Posts: 1072
Joined: Sun May 31, 2009 3:59 am
Location: Hearth

Re: FEP system

Post by Blaze »

Well then make a choice and stick with it. Take a gamble or play it safe, your choice.

However, he is right that other stats need to be assigned skills, AND there need to be FEP "superfoods" for the aforementioned stats (Str has bear bangers/Midnight Blue Cheese and Int has Jorbonzola, Oh and Cha has Harmesan, but that also gives +10 poison FEP - 5 for each slice - so it's hardly reliable). They're probably already in the works though, so once again, to each his/her own.
You see a masterful engraving by Blaze. On it is Blaze, bears, boars, and foxes. Blaze is striking down the bears. The boars are screaming. The foxes are in a fetal position. The image relates to the return of Blaze in the late winter of 2009.
User avatar
loftar
Posts: 9096
Joined: Fri Apr 03, 2009 7:05 am
Location: Your character database

Re: FEP system

Post by loftar »

Blaze wrote:However, he is right that other stats need to be assigned skills, AND there need to be FEP "superfoods" for the aforementioned stats
As you rightly guessed, we have more than enough plans for both of those. :)
"Object-oriented design is the roman numerals of computing." -- Rob Pike

Return to “Critique & Ideas”