Rolling/Time Gated Stat Caps

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Rolling/Time Gated Stat Caps

Postby Dawidio123 » Wed Dec 25, 2024 6:51 pm

Nightdawg wrote:
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)

Or just make mining str requirement not so dumb high lol, i don't want to make barrels of snuff for miners just so they can mine. Like how many days was it since world start? 40? 50? 300 white str is NOT enough to mine right now. Idk the limit feels kinda low considering i basically double what you'd be able to get right now at maximum and i feel like i'd have more stats with the old food system (arguably i'd be happier if i didn't have to grind that much but I haven't eaten properly in like 2 weeks), maybe some dynamic number would be better, start a bit higher and fall off to 5 over 2-3 weeks (just example numbers). There should be some incentive to grind good food bcs you can absolutely get 5 str/con/agi everyday by just eating a ton of random garbage.

Maybe make the stat caps just realistic softcaps, so you CAN push beyond them but it gets exponentially more stupid expensive so being like 20-30 point above the limit would make it unreasonable to try to grind more unless you are straight up eating only driftkelp/bollocks/fairy mushrooms with truffles.
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Re: Rolling/Time Gated Stat Caps

Postby Potjeh » Wed Dec 25, 2024 7:50 pm

Make gildings cap stats instead of adding to them. So if you want to have a stat advantage in a fight you have to risk high value equipment. You can always push total gilding bonus via quality increase and gilding songs, but it naturally gets exponentially more expensive as you increase the number of gildings. Of course, actual stat values provided by specific gildings would all need to be rebalanced.
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Re: Rolling/Time Gated Stat Caps

Postby noindyfikator » Wed Dec 25, 2024 8:03 pm

Potjeh wrote:Make gildings cap stats instead of adding to them. So if you want to have a stat advantage in a fight you have to risk high value equipment. You can always push total gilding bonus via quality increase and gilding songs, but it naturally gets exponentially more expensive as you increase the number of gildings. Of course, actual stat values provided by specific gildings would all need to be rebalanced.


no one care about "high value equipment"
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Re: Rolling/Time Gated Stat Caps

Postby Potjeh » Wed Dec 25, 2024 9:46 pm

Of course, because it doesn't make much of a difference. If having 5+ gildings in all your clothes made a major difference, people would care about it.
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Re: Rolling/Time Gated Stat Caps

Postby Nightdawg » Thu Mar 27, 2025 5:06 pm

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)
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Re: Rolling/Time Gated Stat Caps

Postby SnuggleSnail » Fri Mar 28, 2025 12:18 am

Nightdawg wrote:Start the world with 50 max attributes. Add +5 per real life day to the limit.


That would make the cap right now 800 attributes. You can make an 800 attribute char right now with like 4 small feasts. You can get 800 str/con by just eating roast pig meat every other day for a few weeks. Pickled foods give like 2k-4k base FEPs without modifiers.

Pros:
  • I would have to grind a bit less

Neutrals:
  • Still insanely time consuming and out of reach for most people to have competitive PVP chars because gear was always harder/more important than stats

Cons:
  • Removed an entire avenue for the end game, grinding stats, which is by far more popular than PVP
  • Nobody gives a shit if their character dies anymore
  • People might unironically do the army of fighter alts meme to switch between when they get low HP in fights. I have 4 alts around 500-800 stats already
  • Lots of unintended edge cases. Brick walls would not be bashable until 8 months into the server, 3 months for palisades, wagon stations become unbashable gate blockers you need to login every day to check for for the first 3 months of the server, probably a million other things
  • Hell to balance mining str reqs (although you could argue this should be rebalanced anyway)

If you change the number it doesn't really fix anything, either. If the number is too high, then it may as well not exist because nobody is reaching it. If the number is "just right" then the number will be too low in a few months when qualities change, or jorb adds a new insanely OP food.

The catchup mechanic should be that hunger resets weekly, the amount of hunger reset should scale with your attributes relative to world leader, and all other forms of hunger reduction (including symbel) should be yeeted.
Last edited by SnuggleSnail on Fri Mar 28, 2025 12:24 am, edited 1 time in total.
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Re: Rolling/Time Gated Stat Caps

Postby Nightdawg » Fri Mar 28, 2025 12:24 am

SnuggleSnail wrote:
Nightdawg wrote:Start the world with 50 max attributes. Add +5 per real life day to the limit.


That would make the cap right now 800 attributes. You can make an 800 attribute char right now with like 4 small feasts. You can get 800 str/con by just eating roast pig meat every other day for a few weeks. Pickled foods give like 2k-4k base FEPs without modifiers.

Pros:
  • I would have to grind a bit less

Neutrals:
  • Still insanely time consuming and out of reach for most people to have competitive PVP chars because gear was always harder/more important than stats

Cons:
  • Removed an entire avenue for the end game, grinding stats, which is by far more popular than PVP
  • Nobody gives a shit if their character dies anymore
  • People might unironically do the army of fighter alts meme to switch between when they get low HP in fights. I have 4 alts around 500-800 stats already

If you change the number it doesn't really fix anything, either. If the number is too high, then it may as well not exist because nobody is reaching it. If the number is "just right" then the number will be too lower in a few months when qualities change, or jorb adds a new insanely OP food.

The catchup mechanic should be that hunger resets weekly, the amount of hunger reset should scale with your attributes relative to world leader, and all other forms of hunger reduction (including symbel) should be yeeted.


You guys have 2k stats while these people run around with 500ish, 6 months in.
You'd still be ahead of them regardless.
The "end game" should not be spending 24/7 grinding stats. This is a sandbox game, let me do sandbox shit in it.

If you can make 4 alts with 800 stats, congratulations? Is that a bad thing? I'm not saying the autists that currently have over 2-3k stats should not still be at the top.

Hunger is retarded, just like tons of other things, but every time I think of some fix for literally anything, rolling stat caps are always a better solution, unless we're talking about remaking the entire game. Jorb's not gonna make the entire game. Autism Steak is currently at around 5 million recipes (without salting, peppering, or truffling it), and I bet the plan is to add more recipes to it, rather than fix hunger.

Rolling stat caps are not just a band-aid imo, but rather putting the whole problem into a cast, like a broken hand. It's better than nothing, and so far we've been getting nothing.
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Re: Rolling/Time Gated Stat Caps

Postby talon00302 » Fri Mar 28, 2025 12:30 am

Nightdawg wrote:Autism Steak is currently at around 5 million recipes


That shit is truly regarded, recipes were a mistake and impossible to balance.
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Re: Rolling/Time Gated Stat Caps

Postby SnuggleSnail » Fri Mar 28, 2025 12:37 am

Nightdawg wrote:The "end game" should not be spending 24/7 grinding stats.


THE end game shouldn't be grinding stats, but it should be an option for people who want it. It's certainly not how I spend my time, but it's a pretty popular thing to do as the end game among a bunch of shitter no name villages. I don't think it's good to take away their toy under the guise of solving an issue that it wouldn't even solve because gear quality.

It's not like I'm a grind enjoyer and this would hurt me, Coco has x3-x4 my stats. I will say it would take a lot of excitement out of the game for me if I knew when I killed Coco he'd be back to the stat cap later that day, and I'd feel zero risk popping Mrage. When a bigboi dies I think it should be a huge deal.
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Re: Rolling/Time Gated Stat Caps

Postby talon00302 » Fri Mar 28, 2025 12:40 am

SnuggleSnail wrote:
Nightdawg wrote:The "end game" should not be spending 24/7 grinding stats.


THE end game shouldn't be grinding stats, but it should be an option for people who want it. It's certainly not how I spend my time, but it's a pretty popular thing to do as the end game among a bunch of shitter no name villages. I don't think it's good to take away their toy under the guise of solving an issue that it wouldn't even solve because gear quality.

It's not like I'm a grind enjoyer and this would hurt me, Coco has x3-x4 my stats. I will say it would take a lot of excitement out of the game for me if I knew when I killed Coco he'd be back to the stat cap later that day, and I'd feel zero risk popping Mrage.


I actually agree with this, a lot of the problem is the hunger system is just stupid as fuck. It incentivizes you to look through 9 trillion combinations of food to find the most op one and spam it (of that food). I think eating right now puts more of a gap between high end players and noobs than it ever did.

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