The actual game system is fine, it let you do whatever you want, but voices telling "I want to grind moar!" reminds me to those online games where you only can get experience points and fancy armors, and if you reach the top with one of your chars just make a new one and repeat the process. The situation is not that dramatic, but I would be dissapointed if this style becomes the main guideline. I know that won't happen but I'm just giving a "wake up call" by supporting the OP.burgingham wrote:Actually I would quit if H&H ever took the opportunity from me to be better than others, no matter if by personal skill or just grinding time. For me the most and only fun in games is to be the best, to win. Not everybody might agree with me here, but there are just different types of players and so far I think H&H satisfies most of the common playing styles.Melgui wrote:You are right, I know. I'm just saying it would be better if the game doesn't get influenced by that gameplay style.
-
Melgui
- Posts: 149
- Joined: Tue Jun 22, 2010 10:08 am
Re: Scant regard for stats
-
aso11
- Posts: 825
- Joined: Wed May 12, 2010 11:45 pm
- Location: Somewhere over the rainbow
Re: Scant regard for stats
Potjeh wrote:Beating players through player skill is a lot more fun than beating players through character skill.
"Normal" is only a difficulty level in video games - Aso11
Jackard: Koya only raises the lynx so he can molest it later
Koya: What means "molest" ? Translator cannot translate it or do it with no logics...
"And no im not native to english, I was born in the usa." - A very bad troll.
Jackard: Koya only raises the lynx so he can molest it later
Koya: What means "molest" ? Translator cannot translate it or do it with no logics...
"And no im not native to english, I was born in the usa." - A very bad troll.
-
Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Scant regard for stats
Since people are largely ignoring my suggestion for changing the power curve, I'm guessing I didn't explain myself well enough. Here's a graph of what I mean, please don't be offended, I don't mean to patronize:
Do note that the numbers on the x axis are completely arbitrary, these should be tweaked as the game is run to achieve the optimum numbers through trial and error.
The whole point of this is that raising skills doesn't do much beyond a certain point, so god characters can't exist. They are a cancer upon the game's balance, and the main reason why proper PvP almost never occurs in H&H.
The whole point of this is that raising skills doesn't do much beyond a certain point, so god characters can't exist. They are a cancer upon the game's balance, and the main reason why proper PvP almost never occurs in H&H.
You do not have the required permissions to view the files attached to this post.
-
Kaios
- Posts: 9268
- Joined: Fri Jul 30, 2010 2:14 am
Re: Scant regard for stats
Do you know what these approaches were? I don't see why there isn't a discussion solely about this on the forum for everyone to chime in on rather than just a select few giving the developers their opinions. Obviously these people earned that privilege but that doesn't mean no one else has ideas of their own.burgingham wrote:The most important thing the devs have been working on the last few months was a complete revamp of the LP system. Two testservers have been up since then, but it turned out the new approaches were far from perfect.
-
Phizuol
- Posts: 435
- Joined: Thu Sep 09, 2010 6:26 pm
- Location: Florida
Re: Scant regard for stats
I was aware of what you meant. In most games it's called a soft cap, different than the type of soft cap usually referred to in H&H. It's not a hard cap, but more or less you'll reach a point where you can't/won't go higher. It's still a maximum you can't pass.
Permadeath is already a pretty good solution to god characters as long as the system prevents you from becoming invincible. Square root functionality ensures that you can never get so far ahead that nobody can catch up (ok given the same LP gains they won't actually pass someone in value, but the effect gap will approach 0)
Permadeath is already a pretty good solution to god characters as long as the system prevents you from becoming invincible. Square root functionality ensures that you can never get so far ahead that nobody can catch up (ok given the same LP gains they won't actually pass someone in value, but the effect gap will approach 0)
-
Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Scant regard for stats
Nah, square root doesn't have a ceiling. Sure, you might catch up now that we have resets on a yearly basis, but when the game gets developed to the point where the world is truly persistent, you'll never be able to compete with people who have been playing for years. You can't rely on them dying, really, I've been killed a grand total of one times since I started playing.
Maybe if the cost of raising skills rises exponentially rather than linearly, but that would be a lot more grindy than having a glass ceiling.
Maybe if the cost of raising skills rises exponentially rather than linearly, but that would be a lot more grindy than having a glass ceiling.
-
burgingham
- Posts: 8486
- Joined: Fri Aug 14, 2009 10:58 pm
Re: Scant regard for stats
Kaios wrote:Do you know what these approaches were? I don't see why there isn't a discussion solely about this on the forum for everyone to chime in on rather than just a select few giving the developers their opinions. Obviously these people earned that privilege but that doesn't mean no one else has ideas of their own.burgingham wrote:The most important thing the devs have been working on the last few months was a complete revamp of the LP system. Two testservers have been up since then, but it turned out the new approaches were far from perfect.
I was playing on those test servers, yes. And the devs asked us to not talk about it while they were running. It makes sense to present new ideas to a small group of experiences players to get their feedback before releasing anything to the public. Those players can give you all the information you need about how the system works, while a public release would just produce long threads of idiotic statements, which is proven day after day in the C&I (so the devs actually don't bother to read there too thoroughly anymore). There really are much more flaws connected to a public release of new systems, than there are merits to that one in a hundred players who might have something to contribute the 20 or 30 people allowed on the actual testservers weren't able to find out about.
Now those systems are outdated anyway and it makes no sense to propose your completely own system to JLo, they will always come up with their own ideas. So why bother talking about it? Just sit and wait until there are changes made on the public server.
-
Phizuol
- Posts: 435
- Joined: Thu Sep 09, 2010 6:26 pm
- Location: Florida
Re: Scant regard for stats
After a year or more of playing I do believe god characters will be marked targets both for eliminating the competition and the single greatest source of LP available. Right now it's easy enough to catch up to the gods of the game so it makes more sense to work with them than against them.
-
Onionfighter
- Posts: 2957
- Joined: Sat May 30, 2009 8:45 am
- Location: Mordor
Re: Scant regard for stats
The thing is, they aren't marked. Most of the players who are still around are pretty good at staying alive.Phizuol wrote:After a year or more of playing I do believe god characters will be marked targets both for eliminating the competition and the single greatest source of LP available. Right now it's easy enough to catch up to the gods of the game so it makes more sense to work with them than against them.
Cheerleader
-
rye130
- Posts: 2557
- Joined: Mon Feb 01, 2010 9:41 pm
Re: Scant regard for stats
The reason they are god characters are because they don't die, or atleast die strategically.