Please give us combat stat caps in the new world

General discussion and socializing.
User avatar
jorb
Posts: 18715
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Please give us combat stat caps in the new world

Post by jorb »

Not huge on caps or decay, agree that progression is crazy.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
User avatar
Granger
Posts: 9255
Joined: Mon Mar 22, 2010 2:00 pm

Re: Please give us combat stat caps in the new world

Post by Granger »

jorb wrote:agree that progression is crazy.
Which is solely stemming from adding mechanics that are, either in itself or incombination with others, completely overpowered:

viewtopic.php?p=755042#p755042
Magnuszane wrote:Can I say how much I love the gems as curios? I'm low level but the gems are fantastic curios!

Image

Image
viewtopic.php?p=751680#p751680
jordancoles wrote:Started at around 300 base attributes and here is the end result from my feast :)

Image

Also I still stand behind the fact that satiations are total garbage and should be removed completely

Here is a shorter clip which shows some feasting and satiation grind
And another clip from the end of the feasting session[/size]
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
User avatar
Potjeh
Posts: 11824
Joined: Fri May 29, 2009 4:03 pm

Re: Please give us combat stat caps in the new world

Post by Potjeh »

jorb wrote:Not huge on caps or decay, agree that progression is crazy.
How do you feel about putting the effects of stats on a bounded function, though?
Image Bottleneck
iamahh
Posts: 1806
Joined: Sat Dec 12, 2015 8:23 pm

Re: Please give us combat stat caps in the new world

Post by iamahh »

jorb wrote:Not huge on caps or decay, agree that progression is crazy.
add Obesity mechanics and it's endless possibilities
User avatar
jordancoles
Posts: 14168
Joined: Sun May 29, 2011 6:50 pm
Location: British Columbia, Canada

Re: Please give us combat stat caps in the new world

Post by jordancoles »

iamahh wrote:
jorb wrote:Not huge on caps or decay, agree that progression is crazy.
add Obesity mechanics and it's endless possibilities
Give me cancer ty
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:
Check out my pro-tips thread
Image Image Image
DeadlyPencil
Posts: 924
Joined: Sat Nov 21, 2009 12:17 am

Re: Please give us combat stat caps in the new world

Post by DeadlyPencil »

I would support some sort of cap on stats but maybe we should look at the cap it a bit differently.

what if we took the damage formula for weapons which is the following:

150 x sqrt( sqrt(quality x strength) / 10)

and we changed it so the effect strength has can only be 4x the quality of your weapon, so:

150 x sqrt ( sqrt ( quality x min( quality x 4, Strength ) ) /10)

This would bring damage in line with a lot of other crafts that are hardcapped by quality. So there would be no theoretical limit to how much strength you can have, but you would need to continue to increase the quality of your weapons to make use from it.


I think something like that would be good for the game.
User avatar
maze
Posts: 2819
Joined: Sat Mar 27, 2010 3:15 am
Location: Canada

Re: Please give us combat stat caps in the new world

Post by maze »

jorb wrote:Not huge on caps or decay, agree that progression is crazy.
Stat caps are great...
Add in things that realms can do to get past stat caps would be ideal afterwards.

Realm buffs.
item sets (make them harder to get 4-5 slots).

There a lot of subjection's on things for realms to do (Quest for buffs, Slaying beast, Forts, Relics, ect.)

And working on progression land cultivation, job progression and so on.

Could even give "god given creedos" to players you see fit to do a task or job in the world. Nomads & gypsys
Administrator of CoS
game ideas
magisticus
Posts: 268
Joined: Sat Aug 30, 2014 2:57 am
Location: Tavistock, Devon, UK

Re: Please give us combat stat caps in the new world

Post by magisticus »

If not statcap then perhaps a decent system of diminishing return on higher stats? Also needed along with this is sorting out/stopping metal spiralling which is the other side of the equation that leads to ridiculous damage and also encourages bots. Making it so that q200 metal was difficult to achieve and then moving one of the square roots in the damage formula over the strength value while also using the square root of agility rather than base value to calculate the cooldown would be a more elegant fix.
Tammer
Posts: 284
Joined: Sun Sep 04, 2016 5:54 pm

Re: Please give us combat stat caps in the new world

Post by Tammer »

ricky wrote:The mean stat scores of all players should be calculated. Being above/below the mean incurs fep bonuses or deductions
Ditch the bonuses for being below the mean and I think ricky has an interesting idea towards a soft statcap.
User avatar
ricky
Posts: 1475
Joined: Fri Apr 02, 2010 5:00 am

Re: Please give us combat stat caps in the new world

Post by ricky »

Tammer wrote:
ricky wrote:The mean stat scores of all players should be calculated. Being above/below the mean incurs fep bonuses or deductions
Ditch the bonuses for being below the mean and I think ricky has an interesting idea towards a soft statcap.
Yeah, i originally thought that having it just act as a handicap and not a having a bonus would work very well, but i also feel that having a running bonus would allow players late to the game the opportunity to at least approach the mean easier.
Have a question? Need help? Tired of people asking questions? Haven and Hearth Wiki.
jorb wrote:Ideally the game should play itself.
The only thing necessary for the triumph of evil is that good men do nothing.

Return to “The Inn of Brodgar”