especially if the changes being tested are radical, it doesnt do much good to get people upset over things devs are just experimenting withburgingham wrote:There is none right now. It is usually open to a limited circle of players invited by the devs only. Opening it for everyone would just cause too much input at a time, which is what they are trying to avoid I guess.
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Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
Re: You don't have to learn to get learning points
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OvShit
- Posts: 390
- Joined: Wed Feb 10, 2010 1:39 pm
Re: You don't have to learn to get learning points
Hm, I love it.
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jgudge
- Posts: 868
- Joined: Mon Dec 20, 2010 12:44 pm
- Location: Canada, eh.
Re: You don't have to learn to get learning points
This is true. Still, i'd murder for an advanced view of Haven's possible future. Honestly the best MMO I've played in ever.Jackard wrote:it doesnt do much good to get people upset over things devs are just experimenting with
George Carlin wrote:The real reason that we can’t have the Ten Commandments in a courthouse: You cannot post “Thou shalt not steal,” “Thou shalt not commit adultery,” and “Thou shalt not lie” in a building full of lawyers, judges, and politicians. It creates a hostile work environment.
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ImpalerWrG
- Posts: 470
- Joined: Tue Feb 02, 2010 10:17 am
Re: You don't have to learn to get learning points
In principle this idea isn't that new, diminishing returns have been done before and they can at the least make the grind more or a 'rainbow of grinding'. As people have mentioned your just forcing the grinder to switch tasks repeatedly if the LP point is usable to advance anything. Rather then grind buckets to be an uber player killer i can grind a combination of buckets, plows, looms, dream catchers, baskets etc to get to the same point. Diminishing return system have to be combined with a 'get-what-you-do' approach or it won't fundamentally solve the problem.
Also any change in the LP system should eliminate the distinction between purchased one-time skills, and the 'skill groups' leveled up values. These two systems are a terrible mishmash. I propose that skills be organized in a Hierarchy with categories like carpentry containing sub-categories such as 'Cooperage' (the art of making water tight vessels from staves) which yield individual 'leaf' recipes like 'bucket', 'barrel', 'butter-churn'. When LP is acquired for performing an action the LP is distributed down the tree from leaf to root with all the skills having a value. The effective 'level' of a skill is actually an aggregate of the leaf skill and all of its parents back to the root. This means their would be two ways to get good at anything 'grinding' solely that action (a technique no one would dispute) or acquire a deep and broad understanding of similar tasks such that you can 'wing-it' when presented with the similar task.
Also any change in the LP system should eliminate the distinction between purchased one-time skills, and the 'skill groups' leveled up values. These two systems are a terrible mishmash. I propose that skills be organized in a Hierarchy with categories like carpentry containing sub-categories such as 'Cooperage' (the art of making water tight vessels from staves) which yield individual 'leaf' recipes like 'bucket', 'barrel', 'butter-churn'. When LP is acquired for performing an action the LP is distributed down the tree from leaf to root with all the skills having a value. The effective 'level' of a skill is actually an aggregate of the leaf skill and all of its parents back to the root. This means their would be two ways to get good at anything 'grinding' solely that action (a technique no one would dispute) or acquire a deep and broad understanding of similar tasks such that you can 'wing-it' when presented with the similar task.
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Saif_Mahlik
- Posts: 473
- Joined: Mon May 17, 2010 8:52 pm
Re: You don't have to learn to get learning points
Completely disagree, imagine getting to a high level and it would take AGIES to get any LP for a skill.
Dead Beaten Horse.
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Thurrok
- Posts: 569
- Joined: Thu Feb 04, 2010 5:01 pm
Re: You don't have to learn to get learning points
Curiosities and whatnot - Sounds Fun!
Less LP per more stuff made - Sounds more like a macro police measure. Add more stuff to do instead of taking away the only option to gain LP. And NO, I don't mean add another wooden item you can alternate, like cutlery - bucket - loom. Maybe a fixed exploration system that actually awards reasonable things like mapmaking. HELL, make mapmaking LESS realistic by uploading them to some Mqrius-like central DB, while having the option of making a personal map or contributing yours to a central one. Add LP to that and noone will ever grind buckets anymore.
Less LP per more stuff made - Sounds more like a macro police measure. Add more stuff to do instead of taking away the only option to gain LP. And NO, I don't mean add another wooden item you can alternate, like cutlery - bucket - loom. Maybe a fixed exploration system that actually awards reasonable things like mapmaking. HELL, make mapmaking LESS realistic by uploading them to some Mqrius-like central DB, while having the option of making a personal map or contributing yours to a central one. Add LP to that and noone will ever grind buckets anymore.
Menschen sind Scheiße. Überall.
HAIL CATFACE!
HAIL CATFACE!
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Fluffy
- Posts: 363
- Joined: Wed Aug 12, 2009 5:16 am
Re: You don't have to learn to get learning points
Thurrok wrote:Curiosities and whatnot - Sounds Fun!
Less LP per more stuff made - Sounds more like a macro police measure. Add more stuff to do instead of taking away the only option to gain LP. And NO, I don't mean add another wooden item you can alternate, like cutlery - bucket - loom. Maybe a fixed exploration system that actually awards reasonable things like mapmaking. HELL, make mapmaking LESS realistic by uploading them to some Mqrius-like central DB, while having the option of making a personal map or contributing yours to a central one. Add LP to that and noone will ever grind buckets anymore.
These are both excellent examples of the basic concept I was hitting at with my first post. Namely the "Hierarchy" system you talked about Impaler. It would be an unlikely change, but it's still a cool idea.ImpalerWrG wrote:In principle this idea isn't that new, diminishing returns have been done before and they can at the least make the grind more or a 'rainbow of grinding'. As people have mentioned your just forcing the grinder to switch tasks repeatedly if the LP point is usable to advance anything. Rather then grind buckets to be an uber player killer i can grind a combination of buckets, plows, looms, dream catchers, baskets etc to get to the same point. Diminishing return system have to be combined with a 'get-what-you-do' approach or it won't fundamentally solve the problem.
Also any change in the LP system should eliminate the distinction between purchased one-time skills, and the 'skill groups' leveled up values. These two systems are a terrible mishmash. I propose that skills be organized in a Hierarchy with categories like carpentry containing sub-categories such as 'Cooperage' (the art of making water tight vessels from staves) which yield individual 'leaf' recipes like 'bucket', 'barrel', 'butter-churn'. When LP is acquired for performing an action the LP is distributed down the tree from leaf to root with all the skills having a value. The effective 'level' of a skill is actually an aggregate of the leaf skill and all of its parents back to the root. This means their would be two ways to get good at anything 'grinding' solely that action (a technique no one would dispute) or acquire a deep and broad understanding of similar tasks such that you can 'wing-it' when presented with the similar task.
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humanalien
- Posts: 147
- Joined: Fri Aug 28, 2009 8:42 pm
Re: You don't have to learn to get learning points
thisjgudge wrote:Honestly the best MMO I've played in ever.