Rolling/Time Gated Stat Caps

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Rolling/Time Gated Stat Caps

Postby Nightdawg » Wed Oct 19, 2022 12:58 pm

As I have previously mentioned multiple times, I love changes like the Mining Pyres (the time barrier put in place to reach lower mine levels) or Combat Equalisation.

I'm confident that the bar has been lowered in terms of how much time you need to invest into this game to have a chance in keeping up with the hardcore boys, which is a good thing, as many of us have jobs and lifes.
I agree that someone who plays alone and can only log in 2 hours per day should not be at the same level as a village of 50 people that has a bunch of autists grinding everything 24/7, however, those are the two extremes.
Things like Combat Equalisation are improving the overall gameplay, and I believe 90% of us really like the direction where this is going. Rather than only being a braindead fighter that has 40k stats higher than your enemy, now your combat experience and combat deck also affect the outcome of a fight. This means that someone who has less time to invest into the brainless stat grind can still have fun fighting in this game, rather than just being a body-blocking alt.

I believe that changes like this are increasing the player retention overall, since there are many more normal humans than jobless no-lifers that only want to see the numbers go up lmao.

Don't get me wrong, progression IS IMPORTANT. But when the gameplay involves 99% mandatory grind, and 1% time to actually have fun in *this sandbox game*, I wouldn't call it a sandbox any more.

Imho a big problem with this game is the obnoxious tedium and the need to play this way too much, to stay competitive, especially during the first weeks/months. After those first weeks/months, the snowballing only increases, hence why so many people just give up and quit.

Anyway, I suggest adding rolling/time gated stat caps that increase over time. The cap can increase on a daily basis or some shit. This will also allow people with extra time to grind multiple stats, should they want multiple roles.
This was probably mentioned/suggested multiple times.

DO NOT COMPARE THIS TO THE STAT CAP THAT WAS PREVIOUSLY ADDED. That shit never increased. kkthxbye


********2024 EDIT********:

Start the world with 50 max attributes. Add +5 per real life day to the limit.
Make boar snuff last 5 times longer, and rather than raw str, it gives mining power (so it doesn't affect pvp)
Last edited by Nightdawg on Tue Dec 24, 2024 6:21 pm, edited 1 time in total.
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Re: Rolling/Time Gated Stat Caps

Postby Sevenless » Wed Oct 19, 2022 2:51 pm

What about a soft stat cap where the world leader pushes the bar higher at reduced FEP gain? Sorta like how questing works, but not hard coded to 8/day.
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Re: Rolling/Time Gated Stat Caps

Postby Nightdawg » Wed Oct 19, 2022 4:28 pm

Sevenless wrote:What about a soft stat cap where the world leader pushes the bar higher at reduced FEP gain? Sorta like how questing works, but not hard coded to 8/day.


Imo the mining pyre is the perfect example of a cap. If you look at it this way, it is a hard cap of 7 days for the entire planet.
Imagine if the mining holes instead required more materials before an arbitrary 7-day softcapcap per level (so level 9 would take 63 days before the cost of the minehole would go down). High-level no-lifers that play in 60-man villages would still reach level 9 within the first 2-3 weeks, while everybody else would still be behind.

Some of these retards literally killed their characters 3-4 times during the first weeks of the world, just to abuse the new satiations system, for a tiny advantage. Even if there was a softcap, don't underestimate them, they would still have triple the stats of normal functioning members of society, just cause of pepper bots and all that crap.
I admire the sheer dedication they have towards playing the game non-stop, but come on, lmao. I started noticing PvPers that were considered "godlike" turn into little pussies or straight up trash the moment shit like combat equalisation was added, or the moment they weren't fighting 18 vs 12.

If you ask me, the rolling stat caps should be hard caps, that would encourage people with less time to continue playing. This would also prevent the annoying snowballing that happens later on in the game.
Sure, gear, stats and the number of villagers should matter, but the raw time invested should not be the most important thing in this game. Skill and experience should matter more imo.
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Re: Rolling/Time Gated Stat Caps

Postby Sevenless » Wed Oct 19, 2022 4:54 pm

Nightdawg wrote:
Sevenless wrote:What about a soft stat cap where the world leader pushes the bar higher at reduced FEP gain? Sorta like how questing works, but not hard coded to 8/day.


Imo the mining pyre is the perfect example of a cap. If you look at it this way, it is a hard cap of 7 days for the entire planet.
Imagine if the mining holes instead required more materials before an arbitrary 7-day softcapcap per level (so level 9 would take 63 days before the cost of the minehole would go down). High-level no-lifers that play in 60-man villages would still reach level 9 within the first 2-3 weeks, while everybody else would still be behind.

Some of these retards literally killed their characters 3-4 times during the first weeks of the world, just to abuse the new satiations system, for a tiny advantage. Even if there was a softcap, don't underestimate them, they would still have triple the stats of normal functioning members of society, just cause of pepper bots and all that crap.
I admire the sheer dedication they have towards playing the game non-stop, but come on, lmao. I started noticing PvPers that were considered "godlike" turn into little pussies or straight up trash the moment shit like combat equalisation was added, or the moment they weren't fighting 18 vs 12.

If you ask me, the rolling stat caps should be hard caps, that would encourage people with less time to continue playing. This would also prevent the annoying snowballing that happens later on in the game.
Sure, gear, stats and the number of villagers should matter, but the raw time invested should not be the most important thing in this game. Skill and experience should matter more imo.


Hardcaps pre-programmed by the devs feel janky. My idea was that stat cap would be increasing in some what that scales the effort required in such a way that it eats faction grade resources to raise the cap for everyone else.

Really sad people are spreading baseless rumours about how suicide stating works and how of it's used though.
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Re: Rolling/Time Gated Stat Caps

Postby SnuggleSnail » Wed Oct 19, 2022 4:58 pm

This is very much an bad mechanic apologist thing to say, but if hunger/satiations weren't retarded and over complicated with a million loopholes for no reason this wouldn't even be a topic. Jorbtar need a fucking "keep it simple, stupid" poster or something.

It would be very poggers champion if gaining stats was directly the thing that gave hunger, so gaining 1 strength == gaining 1 strength regardless of how you did it, and the rate at which hunger lowered were tied to how weak you are compared to the glolbal leader + no satiations.

As one of the people who is usually on the weaker side until late world, I kinda like that there is some disparity. IMO, it's only bad when stat differences are huge, and even then i feel gear difference is usually a bigger influence on power.
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Re: Rolling/Time Gated Stat Caps

Postby Zyean » Thu Oct 20, 2022 1:18 am

I think stat gains and people feeling like they're too far behind is one of the biggest reasons for people quitting the world, at least among pvpers, and I think a reason people don't even bother fighting back half the time if they get ganked is because they think they're outstatted by a large factor, when in reality, they're probably not
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Re: Rolling/Time Gated Stat Caps

Postby Nightdawg » Thu Oct 20, 2022 11:00 am

Sevenless wrote:Really sad people are spreading baseless rumours about how suicide stating works and how of it's used though.


We literally had a couple of people dying and observed how much of an advantage it can be during the first weeks.
What "baseless rumors" are you referring to?

I'm not saying people are still suicide statting at this point. Right now it's just pepper bots and bum burn healing potions lul, but at the start of the world it's easy to abuse it.
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Re: Rolling/Time Gated Stat Caps

Postby terechgracz » Thu Oct 20, 2022 11:48 am

Why can't we just cap stats at 5k and bring murder back?
Why we need progressive stat cap instead? I think it doesn't offer more to static cap and is even worse because the argument that people quit because they are behind still holds.
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Re: Rolling/Time Gated Stat Caps

Postby Nightdawg » Thu Oct 20, 2022 12:45 pm

terechgracz wrote:Why can't we just cap stats at 5k and bring murder back?
Why we need progressive stat cap instead? I think it doesn't offer more to static cap and is even worse because the argument that people quit because they are behind still holds.


The point of rolling stat caps is to give a chance to those that don't play 24/7.
Capping them at 5k stats straight away means they will still be far behind the autists.
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Re: Rolling/Time Gated Stat Caps

Postby Sevenless » Thu Oct 20, 2022 4:52 pm

Nightdawg wrote:
Sevenless wrote:Really sad people are spreading baseless rumours about how suicide stating works and how of it's used though.


We literally had a couple of people dying and observed how much of an advantage it can be during the first weeks.
What "baseless rumors" are you referring to?

I'm not saying people are still suicide statting at this point. Right now it's just pepper bots and bum burn healing potions lul, but at the start of the world it's easy to abuse it.


How it's achieved is number one. I explained it in another post but it's really not about sats it's about how stat returns work from burying/numen. Also the stat gains in the first week or two of the world are almost meaningless due to STR timegates with mine levels. PvP stats wise you care a lot about the LP since the doubling range is so small in early times and skills like rage are relatively expensive, and suicide notably costs you LP.

It's mathematically superior, but basically no one does it because the effective gains from it are almost nil in the early early world. Best time to kill yourself is probably when bulk sausage/orca/walrus/seal with a decent table come online. Maybe a month into the world? You'd still be massively leeching off your village because you wouldn't be able to provide any of this, but you could come out ahead. But stat titans vs normal faction players barely matters in actual combat right now anyway. It's still very much the skill of players that determines whether or not you fear them.

At this stage of the world (or a bit earlier, it's bulk cheese production coming online) it's still advantageous to kill yourself as a miner. With my "normal people but pretty good infrastructure" I mathed that we could get our miner to 950str in two weeks instead of 800str. But we'd be lacking a miner for 2 whole weeks, and he'd suffer from the lost LP.
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