Luck

Thoughts on the further development of Haven & Hearth? Feel free to opine!
Westraptor
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Luck

Post by Westraptor »

I think a luck attribute or skill value would be nice. It would give you higher chances of hitting critical hits while hunting or fighting or finding something that your P*e is to low to find.It could cost twice as much to train luck such as 50MM would take 5k lp to increase 50 luck would take 10k lp to increase or 20 str would take 20 feps to increase to 21 and 20 luck would take 40 to get to 21. I havent really thought about all the things that luck could do but it could be useful
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crevank
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Re: Luck

Post by crevank »

Westraptor wrote:I think a luck attribute or skill value would be nice. It would give you higher chances of hitting critical hits while hunting or fighting or finding something that your P*e is to low to find.It could cost twice as much to train luck such as 50MM would take 5k lp to increase 50 luck would take 10k lp to increase or 20 str would take 20 feps to increase to 21 and 20 luck would take 40 to get to 21. I havent really thought about all the things that luck could do but it could be useful
Not bad.
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MagicManICT
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Re: Luck

Post by MagicManICT »

In a game of skill, luck should not be a factor.

Really, how much of a role will it play? The damage roll is the ONLY thing that runs off an RNG. Most other games the RNG dictates hits and misses as well as damage.

Try and put some thought into your work before posting it so you can pin down some exact effects. As it is, this isn't even first draft ready.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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ApocalypsePlease
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Re: Luck

Post by ApocalypsePlease »

As the game stands atm, it does not need an extra attribute added in like this.

MagicMan pretty much nailed it.
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ImAwesome
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Re: Luck

Post by ImAwesome »

I thought the game was all luck already...

raid ant hill get nothing bad luck
raid ant hill get an empress a queen and some soldiers great luck...

but actually adding luck into the game as a skill or attribute would just make getting those lucky raids even harder.
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Thijssnl
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Re: Luck

Post by Thijssnl »

MagicManICT wrote:In a game of skill, luck should not be a factor.

Really, how much of a role will it play? The damage roll is the ONLY thing that runs off an RNG. Most other games the RNG dictates hits and misses as well as damage.

Try and put some thought into your work before posting it so you can pin down some exact effects. As it is, this isn't even first draft ready.
ImAwesome
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Re: Luck

Post by ImAwesome »

since you quoted him, the number of ore you get from a single spot before it goes poof is also based on a RNG, the amount of a resource you can harvest before the node quality drops is also based on a RNG...these aren't things that should be changed with a luck skill, but if a luck skill were added it would be nice to add things like getting 2 resources when gathering where you'd normally get 1, or a 2nd or 3rd roll(based on amount of luck) for getting things like webs and pearls that are pretty much based on luck. other things you could add with luck would be increases to chances of ore turning into metal, cast iron turning into bloom, and bloom become wrought iron instead of going back to cast...

it would probably be a big change to the game engine to add a new attribute/stat, so even though a luck skill could have a use it probably won't get added. as I said it would ruin some things anyway if it did.
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aso11
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Re: Luck

Post by aso11 »

ImAwesome wrote:... the amount of a resource you can harvest before the node quality drops is also based on a RNG...things like getting 2 resources when gathering where you'd normally get 1... or a 2nd or 3rd roll(based on amount of luck) for getting things like webs and pearls that are pretty much based on luck... other things you could add with luck would be increases to chances of ore turning into metal, cast iron turning into bloom, and bloom become wrought iron instead of going back to cast...
...that's determined by where you dig/bukkit/gather/whatever... what kind of things? Spindly taproots? Ore? what? or even better pearls? ... So a second roll on chance to get webs? Yeah, I guess that's alright ... Ore from metal is dictated by beliefs.
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ImAwesome
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Re: Luck

Post by ImAwesome »

aso11 wrote:Ore from metal is dictated by beliefs.
it says that in the wiki, but I just burned a full smelter of ore and got 1 bar of iron and I'm full industry...lots of stuff in this game has more to do with luck than anything else, but as I said I'm against having an actual luck skill added to the game
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MagicManICT
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Re: Luck

Post by MagicManICT »

aso11 wrote: Ore from metal is dictated by beliefs.
But it is still a random chance on each piece of ore smelted. ImAwesome did get me there. I was just going off the original example and didn't really think beyond what was posted.

The problem with using some sort of incrementable "luck" skill or attribute is that it would need to be capped to keep from running out of hand. I think pearls are the only random item that is on the top 25% of the curio chart, otherwise it could make getting some of those random chance based curios too easy. (Shocked frog/Prince Charming and Jackalope are up there, I suppose.) At best I would see something like this as similar to a PB. Go for a bit extra luck or go for something else that balances it out.

I'm surprised nobody called me out on card games there... While it takes a large amount of skill to compete with the best, there's always some factor of luck no matter what game you're playing.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.

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