I agree with you here, it was actually interactive, instead of just monotonous. Hell the exp system is really finicky, I don't even particularly like it. It's basically monotonous too, "I haven't gotten exp in a while.. I'm going to sit on a chair, pick up a table....".sabinati wrote:salem inspirational system was probably better tbh
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RickyP602
- Posts: 280
- Joined: Sun Aug 08, 2010 9:20 pm
Re: Rebalancing the curiosity system
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burgingham
- Posts: 8486
- Joined: Fri Aug 14, 2009 10:58 pm
Re: Rebalancing the curiosity system
I don't understand the connection between it being slower and it needing rebalance.
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molenga
- Posts: 360
- Joined: Wed Feb 25, 2015 7:00 pm
Re: Rebalancing the curiosity system
Well, other than it being unfun and making the game harder for the solo players and small communities while rewarding botters?burgingham wrote:I don't understand the connection between it being slower and it needing rebalance.
Look, you know what is the worst about the system being slower? It makes us wait for days to get any decent LP, considering that now we are being charged for the gametime and not every player is a subscriber, making the game feel "slower" is actually making it less fun than it used to be.
Heck, you expect people to pay for subscription, and waste 2 months of subscription just feeding alts with curiosities so you get a lot of spare alts with LP for when you inevitably die in this game?
Also, making us wait so much to develop our chars in a world with the current delta system, that allows freshly spawned characters to kill developed players that took months to develop those characters is a real problem, one that could easily send people away from the game by making them ragequit after they got their 3 months old main killed by 3 naked alts.
Bottom line is, making the curios take this long to study and give such crap LP is making Haven less fun, which kind of beat the purpose of the game, which is to provide us with happy hours of entertainment and fun.
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burgingham
- Posts: 8486
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Re: Rebalancing the curiosity system
But what is decent LP? You describe decent in comparison to what you are used to. That is not a valid comparison.
The curent system gives you more than enough LP for what is actually needed. Crafting skills do not need to be pushed very high due to quality rising a lot slower. Combat skills of course can be grinded infinitely, but it doesn't really make a big difference with how defenses work.
I personally have more LP than I know what to do with.
The curent system gives you more than enough LP for what is actually needed. Crafting skills do not need to be pushed very high due to quality rising a lot slower. Combat skills of course can be grinded infinitely, but it doesn't really make a big difference with how defenses work.
I personally have more LP than I know what to do with.
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molenga
- Posts: 360
- Joined: Wed Feb 25, 2015 7:00 pm
Re: Rebalancing the curiosity system
Yeah, I describe it as the LP that we have been used to receive in all the previous worlds, and I find that more than valid for comparison considering it is the same game under different system.burgingham wrote:But what is decent LP? You describe decent in comparison to what you are used to. That is not a valid comparison.
The curent system gives you more than enough LP for what is actually needed. Crafting skills do not need to be pushed very high due to quality rising a lot slower. Combat skills of course can be grinded infinitely, but it doesn't really make a big difference with how defenses work.
I personally have more LP than I know what to do with.
Also, you would not happen to live in some sort of large communitie or village right? Because i clearly pointed out that this is most damaging to solo players and small villages.
Now, im just pointing out that the game used to feel more fun the way it used to be in the sense that we got more LP and leveled our characters faster, that is a personal feeling but I felt the need to point it out.
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sabinati
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Re: Rebalancing the curiosity system
Being slow isn't a problem, it's the fact that it being timer based makes it advantageous to use curio swap botsburgingham wrote:I don't understand the connection between it being slower and it needing rebalance.
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Garfy
- Posts: 310
- Joined: Thu Jul 30, 2009 11:52 am
Re: Rebalancing the curiosity system
Honestly, I'm getting too much LP right now. The quality grind is so incredibly slow now, that I constantly find myself sitting on 50,000+ LP with nothing to use it on.
Outside of combat skills, I have no use for LP and wont for a long time.
Outside of combat skills, I have no use for LP and wont for a long time.
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pedorlee
- Posts: 1321
- Joined: Sat Feb 04, 2012 10:36 pm
Re: Rebalancing the curiosity system
Well, you must admit some things havent been done in the best way. 2 weeks after the release, or 1.5, the pallisades were changed. This means those who played as a faction since the begining could make palisades with just some wood, while we the hermits, depending on the time spend (ofc), must build the same palisades with 8x materials.burgingham wrote:But what is decent LP? You describe decent in comparison to what you are used to. That is not a valid comparison.
The curent system gives you more than enough LP for what is actually needed. Crafting skills do not need to be pushed very high due to quality rising a lot slower. Combat skills of course can be grinded infinitely, but it doesn't really make a big difference with how defenses work.
I personally have more LP than I know what to do with.
With the curios something related happens: If i need that amount of mats ill need to gather them, build it and so while others are enjoying and grinding materials.
My sensation now is that while others are developing their chars I'm just building stuff, and when it comes to curios, because most of them barely give good amounts of lp, what I feel is that this is going extremely slow. I dont produce enough wax, cant build the minehole. I dont produce enough materials to build enough curios to feed 4 chars, and those curios dont give me enough lp to rise habilities or skills. Its like the only thing that its working its the food system. Or at least comparing it with legacy.
My english sucks and probably u wont undertand me, so as a resume:
I never had this sensation with legacy. I could manage to gather lp or rise abilities in a more confortable way, while now I'm like damn anxious everyday to do normal things.
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burgingham
- Posts: 8486
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Re: Rebalancing the curiosity system
That's another problem and I agree with it. The curiosities giving lp over time idea or a secondary menu seem like good solutions for that, but that has been discussed before.sabinati wrote:Being slow isn't a problem, it's the fact that it being timer based makes it advantageous to use curio swap botsburgingham wrote:I don't understand the connection between it being slower and it needing rebalance.
@pdeorlee: You describe playing solo and then you describe that you have 4 chars. I think it is totally ok that you are not able to sustain that as a hermit. But (and that goes to molenga too) that has always been my opinion: Hermits shoudl not be able to do everything on their own, community based play needs to have advantages.
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molenga
- Posts: 360
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Re: Rebalancing the curiosity system
Community based play already has more than enough advantages as it is just for the sheer manpower and trade they have, there is no need to create in-game mechanics to make life harder for hermits just to make these large village players have an even greater advantage over them.burgingham wrote:That's another problem and I agree with it. The curiosities giving lp over time idea or a secondary menu seem like good solutions for that, but that has been discussed before.sabinati wrote:Being slow isn't a problem, it's the fact that it being timer based makes it advantageous to use curio swap botsburgingham wrote:I don't understand the connection between it being slower and it needing rebalance.
@pdeorlee: You describe playing solo and then you describe that you have 4 chars. I think it is totally ok that you are not able to sustain that as a hermit. But (and that goes to molenga too) that has always been my opinion: Hermits shoudl not be able to do everything on their own, community based play needs to have advantages.
Besides, these large village players are usually the ones who do most of the botting, which in itself already creates such a nasty edge over the regular hermit player that it is impossible for any human being, no matter how dedicated to the game, to be unable to compete at any equal footing with these bot using players.