Combat Caps

Thoughts on the further development of Haven & Hearth? Feel free to opine!
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Kaios
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Re: Combat Caps

Post by Kaios »

No to attributes soft capping a skill in that way. Eventually they become very easy to raise, where as raising quality is something that always takes time, effort and having access to the better quality resources.
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sabinati
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Re: Combat Caps

Post by sabinati »

cobaltjones wrote:
Kaios wrote:...
But what if you don't wear any armor at all? (as proposed by Niacide)

Surely a naked person with 500UA wouldn't be capped down to 0UA? That doesn't make any sense.
no there should be some base cap, and all equipment would add to it
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novaalpha
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Re: Combat Caps

Post by novaalpha »

Anyone who knows a thing or two about combat system would agree with this.

Definitely +1.
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cloakblade
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Re: Combat Caps

Post by cloakblade »

I also think that some should have a bigger multiplier so if you want higher UA you where hardened leather armor. Versus someone who is MC (who still needs ua but not as much) would use plate. Though this system would force everyone combat heavy people to go MC sense they have the LP and they can probably get the equipment. Though this would follow the normal progression of fighting.

Oh and +1
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Skyrage
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Re: Combat Caps

Post by Skyrage »

Yes to attributes softcapping as well. It will still take a considerable amount of time/effort/resources to raise said stats to a considerable level over time, making it that much harder for people to multi.
Stinkfoot
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Re: Combat Caps

Post by Stinkfoot »

Wouldn't this idea make it so that whoever spent the most time gear-grinding would auto-win a fight, rather than whoever spent the most time curio-grinding?

I agree that it's problematic how little skill/strategy is used to determine the winner of a fight, but this proposal doesn't seem to address that problem at all. Why not, instead of shifting what you now need to grind to something new, just make incrementable stats matter less in combat generally? Perhaps increase the power reduction for higher skill differences? Current deltas are ([Mine]/[Yours])^1/2, it would be easy to make that ()^1/3 or even ()^1/4. More radically, what if incrementable combat skills are removed all together?
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Kaios
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Re: Combat Caps

Post by Kaios »

No. Currently it is just pump a combat stat as high as you can by foraging curiosities all day. Implementing this idea means it will turn in to both a collabortaive effort from gaining LP, and putting time and effort in to village-related work to raise quality of goods.
Stinkfoot
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Re: Combat Caps

Post by Stinkfoot »

Kaios wrote:No. Currently it is just pump a combat stat as high as you can by foraging curiosities all day. Implementing this idea means it will turn in to both a collabortaive effort from gaining LP, and putting time and effort in to village-related work to raise quality of goods.
It still doesn't make combat about actual skill and strategy, which seemed to be your aim in the initial post.

Honestly, I think this idea would mainly serve to further concentrate power in the major factions.
pyrale
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Re: Combat Caps

Post by pyrale »

TeckXKnight wrote:+1, I agree that lack of softcaps leads to truly outrageous things, as we got to see with Jewelry in w3. When everything else was more or less capped in the low 100s, you could get Jewelry into the thousands.
It is normal to have truly truly truly outrageous jewelry though.
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Kaios
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Re: Combat Caps

Post by Kaios »

Stinkfoot wrote: It still doesn't make combat about actual skill and strategy, which seemed to be your aim in the initial post.

Honestly, I think this idea would mainly serve to further concentrate power in the major factions.
A large part of combat is already about strategy. Adding in this "soft-cap" just makes it more so about strategy and less about pumping one stat as much as you can so you don't need to worry about strategy, or skill, or whatever.

Major factions will be powerful regardless. Personally I think this would help to even the odds though.

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