I got like 5000 str in 1 month playing for 1h/day when I came back after like 6 months of not playing, I was just buying food from the market and selling any usefull stuff that I found or looted. I think I could easily get 10k if I was buying stuff + doing cheese/pepper on my own but I'm too lazy for that on this world but nvm, my point is that if you know what to do, you can get 10k stats in a month easily.iamahh wrote:7 cupboards at +2 STR equals 896, that is if every item you eat gives you +2, which is clearly not happening... you'll also need 448 eggs + meat, and assuming you have decent ql porks, flour and water, decent items on the table, maybe you'll get to 500 on one single stat...
but there's still Con and Agi, which makes pumpkin pie the best alternative, but still it's a no life game where veterans will prefer to have a small game population than lose their illogical advantage... if this advantage was statcap + temporary doublecap on just 3 stats, you'd have incentive for both noobs and veterans to keep active...
-
Ozzy123
- Posts: 2483
- Joined: Sat Feb 11, 2012 4:27 pm
Re: stats/quality scaling to prevent world staleness
epicbuds wrote:just got this game a bad review on my website and will post on every forum and game page i can think of to tell people to stay away from this site this game is a joke
viruseg wrote:Kill all new players for no reason. Polish scum came running and killed me with a crowd. Suck fuck fucks..
-
loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: stats/quality scaling to prevent world staleness
I don't necessarily want to deny that this is a problem, but; conversely, if groups A and B are grinding just as hard, but group A has been doing that for twice as long, is it unreasonable that they derive advantages therefrom?Bulwonator wrote:the trouble of new people starting and being really just INSECTS compared to people who grind since the world beggining is a major concern.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
-
NOOBY93
- Posts: 6528
- Joined: Tue Aug 09, 2011 1:12 pm
Re: stats/quality scaling to prevent world staleness
He's not saying "remove stats". Advantages due to stats should exist, but not be this big. If skill had a much bigger impact in combat, stats would have relatively lower impact in combat, meaning a lower statted player would have the possibility of outplaying and destroying a higher statted player (while still being disadvantaged). This is the way I would combat the massive difference.loftar wrote:I don't necessarily want to deny that this is a problem, but; conversely, if groups A and B are grinding just as hard, but group A has been doing that for twice as long, is it unreasonable that they derive advantages therefrom?Bulwonator wrote:the trouble of new people starting and being really just INSECTS compared to people who grind since the world beggining is a major concern.
Jalpha wrote:I believe in my interpretation of things.
-
Teleskop
- Posts: 2910
- Joined: Sat Jul 10, 2010 9:55 am
- Location: Little Teleskop
Re: stats/quality scaling to prevent world staleness
Ozzy123 wrote: I was making 10 cupboards of pumpkin pies a day early in the world.
Oh is it Balin using your account now? xD
Teleskop
-
skltnk00
- Posts: 37
- Joined: Mon Oct 23, 2017 1:55 am
Re: stats/quality scaling to prevent world staleness
Actually it's absolutely unreasonable. Every single game on a planet except of H&H understands that.loftar wrote:I don't necessarily want to deny that this is a problem, but; conversely, if groups A and B are grinding just as hard, but group A has been doing that for twice as long, is it unreasonable that they derive advantages therefrom?Bulwonator wrote:the trouble of new people starting and being really just INSECTS compared to people who grind since the world beggining is a major concern.
-
iamahh
- Posts: 1806
- Joined: Sat Dec 12, 2015 8:23 pm
Re: stats/quality scaling to prevent world staleness
just control 3 stats, con/agi/str
fixed cap and temporary double cap on top of that...
people could still farm endlessly the other stats and get better food and items...
fixed cap and temporary double cap on top of that...
people could still farm endlessly the other stats and get better food and items...
-
Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: stats/quality scaling to prevent world staleness
This. The likely result of the current defects is that group B looks at the mechanics and decides to play something else instead of starting to grind.skltnk00 wrote:Actually it's absolutely unreasonable. Every single game on a planet except of H&H understands that.loftar wrote:I don't necessarily want to deny that this is a problem, but; conversely, if groups A and B are grinding just as hard, but group A has been doing that for twice as long, is it unreasonable that they derive advantages therefrom?Bulwonator wrote:the trouble of new people starting and being really just INSECTS compared to people who grind since the world beggining is a major concern.
Regarding the comments that reaching 5k or more within a month being no problem is the clear indication of broken mechanics, quite often charisma based: Why study stuff at all when high enough charisma can give quest rewards of 1M+LP each? Such shit has to stop.
Endless growth is the definition of cancer, it's ok for a short while but then the problems start and get bad quickly.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
-
Raiga
- Posts: 31
- Joined: Mon Jun 10, 2013 6:23 am
Re: stats/quality scaling to prevent world staleness
And again - stats should be hardcapped by the quality of food eaten. Numbers won't go increadibly high but people who start earlier will still have their advantage coz of developed infrastructure and higher q seeds/animals. However, newbies will have a chance to catch up if they manage to buy/steal/loot stuff somehow.loftar wrote:I don't necessarily want to deny that this is a problem, but; conversely, if groups A and B are grinding just as hard, but group A has been doing that for twice as long, is it unreasonable that they derive advantages therefrom?Bulwonator wrote:the trouble of new people starting and being really just INSECTS compared to people who grind since the world beggining is a major concern.
-
Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: stats/quality scaling to prevent world staleness
Yes. It's utterly unreasonable for games to be patience contests, because they're supposed to be fun by definition. The thing where you grind for years all day long even though you don't enjoy it is usually called a job.loftar wrote:I don't necessarily want to deny that this is a problem, but; conversely, if groups A and B are grinding just as hard, but group A has been doing that for twice as long, is it unreasonable that they derive advantages therefrom?
-
Teleskop
- Posts: 2910
- Joined: Sat Jul 10, 2010 9:55 am
- Location: Little Teleskop
Re: stats/quality scaling to prevent world staleness
Seasoned players also have the major advantage of knowledge - like ozzy said,they know exactly what to do,where to do,what to sell and what to buy and that takes a bit of time to learn especially when content is flowing in large amounts like lately (not that theres anything wrong with it)
Teleskop