Stat cap as complex game mechanic

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Stat cap as complex game mechanic

Postby Saergof » Thu May 24, 2018 8:15 am

TL;DR Stat cap should not remain "to be or not be" kind of question, but instead become a game mechanic.

The "we require stat cap/we detest stat cap" dichotomy seems to be eternal in H&H. I contemplated on the topic for some time, parts of the coming suggestion were scattered on the forum here and there during the long time. You may like some bits of the whole system and dislike another ones: I'm not pretending the complex proposition will solve old problems and not ignite new ones, as well I'm not trying to say I can see all the consequences, or say something like "this is quite simple, no work at all, J&L probly pull one or two levers lool"; yet I think the whole system would be interesting, providing many various motivations to people to work generally in more sociophil less sociopath way.

1.The basic idea is to have a set of parameters which set an upper limit on character growth but can be altered via in-game means. As I see it, the core set consists of "world soft stat cap", "kingdom soft stat modifier" and "personal soft stat modifier".
2."World soft stat cap" is a momentary "groundwaters level", to which any player can level up without any further elaborations.
3.After WSSC is reached, further leveling is still possible, but there so much discussed "stat decay" mechanics starts to apply: while stat is above WSSC, each day some small portion of it is going to be deduced. BUT WAIT! It not just disappears in vain...
4.The deduced amount splits between 2 pools: some fraction goes to "world pool", some fraction goes to "player's pool". When WP becomes greater than WSSC*1000 (or different multiplier, which can even be another dynamic value like the highest online count in the past 24 hours), WP returns to 0 while WSSC permanently increases by 1, thus shifting "the point to which the civilization has been advanced".
5."Player's pool" works in similar way, only applies to the given character only. It increases mentioned early "personal soft stat modifier", which modifies WSSC relative to the single character. That way dedicated grind master with time finds himself with significantly more advanced stat cap than the rest of the world, but the world itself somewhat advances due to his efforts nevertheless.
6.Kingdoms, in turn, also have some means to modify WSSC for its residents: some structures provide a passive bonus, the "kingdom soft stat modifier". Maybe not just a passive bonus, but taking another fraction from "stat decay tax" mentioned in 3) and 4), in a similar way.
7.When player reaches WSSC*2+all other modifiers, he hits "second cap", after which SUDDENLY his character finds he can not be starving and use his full strength at the same time. From this point the denominator starts to apply to his real stat. The denominator depends on current hunger level. For example, it can be 5 for ravenous, 3 for famished, 2 for hungry and 1 for the rest levels. For example, if at this point the real stat is 1000, and the character is currently "ravenous", then the effective stat (used in all interactions with the world) will be 1000/5=200. So, at this point the player must chose between "modes of operation": either he maintains 300% leveling modifier or operates at full power.
8.When player reaches WSSC*5+all other modifiers, he hits "final cap". The leveling past this point is not possible; hovewer, the possiblity to increase "final cap" for a character remains, it requires performing "the hero quests" involving some monster slaying, or something alike, endgame stuff. Each such quest rises "final cap" by another 5% or 10% or other modifier. From this point of view 12 feats of Heracles advanced his stat caps quite good.
9.Have you ever wondered why when the character dies his ancestor receives only 45% of his mastery? Where other 55% go? The final touch of the thing is when the character with stats above WSSC dies, for the last time his spirit alters the world to be a better place: 5% of his accumulated stats and skills immediately go to "world pool" mentioned in 4); if the deceased belonged to the kingdom, another 5% goes to his "kingdom pool", provided the kingdom has the capabilities at the moment; and after that the spirit not vanishes, but resides in rock or tree, becoming new quest-giver named strictly after the deceased character and providing another 5% to the world. If the vessel of the spirit will be destroyed, that bonus will be lost.
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Re: Stat cap as complex game mechanic

Postby overtyped » Thu May 24, 2018 9:55 am

I've discussed this before. Stat decay is a bad mechanic, it punishes players for playing the game. If you want a stat cap, set it to something high like 3000 and keep it there.
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Re: Stat cap as complex game mechanic

Postby synaris » Thu May 24, 2018 9:59 am

overtyped wrote:I've discussed this before. Stat decay is a bad mechanic, it punishes players for playing the game. If you want a stat cap, set it to something high like 3000 and keep it there.


agree that it punishes players for playing the game. no stat caps at all.
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Re: Stat cap as complex game mechanic

Postby overtyped » Thu May 24, 2018 10:35 am

synaris wrote:
overtyped wrote:I've discussed this before. Stat decay is a bad mechanic, it punishes players for playing the game. If you want a stat cap, set it to something high like 3000 and keep it there.


agree that it punishes players for playing the game. no stat caps at all.

I was saying "if" I dont want any type of cap personally.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Stat cap as complex game mechanic

Postby azrid » Thu May 24, 2018 10:43 am

Stat caps can always be removed. They cant be introduced late in the game though.
I'd go for 5k cap and see where that goes. I don't think the cap should be there to limit legit players but rather people that gain the stats by cheating.
If you look back at legacy screenshots people had so low stats and were considered titans. Makes me excited for food fix.
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Re: Stat cap as complex game mechanic

Postby Luanes » Fri May 25, 2018 12:37 am

h, come on guys! Saergof just made an amazing suggestion, with many points that can be discussed and you just come back to the old "to be or not to be"? Work more your arguments, please.

I loved almost every aspect of the idea. Please Jorb, read this and try to feel the concept a little bit <3
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Re: Stat cap as complex game mechanic

Postby Aceb » Fri May 25, 2018 1:32 am

Luanes wrote:h, come on guys! Saergof just made an amazing suggestion, with many points that can be discussed and you just come back to the old "to be or not to be"? Work more your arguments, please.

I loved almost every aspect of the idea. Please Jorb, read this and try to feel the concept a little bit <3


And as far as I care, He might do it again. It almost the same. Heck, I like even Granger idea more like this.

No stat decay or anything like that. No.
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Re: Stat cap as complex game mechanic

Postby LadyGoo » Fri May 25, 2018 2:11 am

1. Not a limit. Just harder or less efficient.
2. This is the best part of the post.
3. -1 for this part and the rest.

Things should be simple and obvious as possible. Elegance is in simple solutions. Complexity arises afterwards. I have expected a post about a simple solution and miles of predictions/arguements how your idea would execute.
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Re: Stat cap as complex game mechanic

Postby MagicManICT » Fri May 25, 2018 4:40 am

I think we just need to quit discussing this until the quality mechanics get fixed. Jorb has already commented that it needs looking at with no commitments on what exactly may or may not be done.

As far as the OP... anything overly complex (such as this) is just ripe for abuse by a select few.
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Re: Stat cap as complex game mechanic

Postby DDDsDD999 » Fri May 25, 2018 4:58 am

A cap that scales with the world basically means once a character hits the cap, they'll just stockpile some food/curios and use them whenever the cap increases. They'll effectively be out of the game for the rest of the world, and one of the reasons I think ideas like these are terrible.
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