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Dakkan
- Posts: 666
- Joined: Thu Dec 12, 2013 2:58 am
Re: Stat curve shouldnt be changed
This was a much longer reply, but I took too long writing it out and it decayed to a "no."
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Luanes
- Posts: 204
- Joined: Wed Apr 12, 2017 8:06 pm
Re: Stat curve shouldnt be changed
I kind of like Granger's idea, but I'm pretty sure that when I get hit by the decay, because leaving on vacations or working, I will not back to the game.
About progression: I like the idea to solo end game creatures ( like trolls and mammoths), but in my opinion, it should be "impossible" to kill them just with stats. I mean, you need to get enough stats AND equipment (q600+) to solo them.
If I would be able to ask for a progression based on player experience + game time, as 2 hours gameplay per day, I would suggest something like:
Tier 1: Ants on the first day; ( 2 hours of gameplay )
Tier 2: Bats on the first 3 days; ( 6 hours of gameplay )
Tier 3: Foxes & Adder on the first week; ( 14 hours of gameplay)
Tier 4: Deer & swams on the first month; ( 60 hours of gameplay )
Tier 5: Badgers & Boar on the 6-7 week; ( 84 hours of gameplay )
Tier 6: Moose on the end of second month; ( 120 hours of gameplay)
Tier 7: Bears & moose on the the third month; ( 160-180 hours of gameplay)
---------------------------------------late game tier -----------------------
12+ months;
If I would turn hours into stats, without high quality workstations, food, etc , I guess getting 1-3 of each stat per hour is fair.
Tier 1: 6 points on "combat stats";
Tier 2: 36 points on "combat stats";
Tier 3: 84 points on "combat stats";
Tier 4: 360 points on "combat stats";
Tier 5: 504 points on "combat stats";
Tier 6: 720 points on "combat stats";
Tier 7: 1080 points on "combat stats";
And, of course, if a new player get good gear early, they shall be able to kill things earlier too, but they must have at least some kind of stats / skills to do that.
About team hunting:
I got no problem that a team with 5 - 6 players could kill a bear on the first week of the game, I really think that coordinaton and team work should be rewarding.
I'm pretty sure that this suggestion has many flaws, but I guess some of what I showed might work with something that you were thinking, and I know that this information is not enough to make "definitive plan" that can't be exploited, but getting something near it would be cool. At least in my opinion.
A palliative:
About the stats, to prevent titans as combatents and alts, I guess one "solution" is to increase the number of FEP(after fixing the symbels, satiations, all that things that needs change) for players that have their stats too unbalanced. Like, if you have one stat as 300% of your lowest stat it should be "okay"( example: 100 int - 300 str cool), but, above it, it should increase, progressively, the needed FEP to increase one stat level.
Another possibility, but this one I really don't like, is to "get the average stats" of the players on the world and then create buffs for newbs to catch up. Like 50% more LP and FEP if you're below the 25% global stats average / skill . This would be a catch up tool, but it's just meh for me.
About progression: I like the idea to solo end game creatures ( like trolls and mammoths), but in my opinion, it should be "impossible" to kill them just with stats. I mean, you need to get enough stats AND equipment (q600+) to solo them.
If I would be able to ask for a progression based on player experience + game time, as 2 hours gameplay per day, I would suggest something like:
Tier 1: Ants on the first day; ( 2 hours of gameplay )
Tier 2: Bats on the first 3 days; ( 6 hours of gameplay )
Tier 3: Foxes & Adder on the first week; ( 14 hours of gameplay)
Tier 4: Deer & swams on the first month; ( 60 hours of gameplay )
Tier 5: Badgers & Boar on the 6-7 week; ( 84 hours of gameplay )
Tier 6: Moose on the end of second month; ( 120 hours of gameplay)
Tier 7: Bears & moose on the the third month; ( 160-180 hours of gameplay)
---------------------------------------late game tier -----------------------
12+ months;
If I would turn hours into stats, without high quality workstations, food, etc , I guess getting 1-3 of each stat per hour is fair.
Tier 2: 36 points on "combat stats";
Tier 3: 84 points on "combat stats";
Tier 4: 360 points on "combat stats";
Tier 5: 504 points on "combat stats";
Tier 6: 720 points on "combat stats";
Tier 7: 1080 points on "combat stats";
And, of course, if a new player get good gear early, they shall be able to kill things earlier too, but they must have at least some kind of stats / skills to do that.
About team hunting:
I got no problem that a team with 5 - 6 players could kill a bear on the first week of the game, I really think that coordinaton and team work should be rewarding.
I'm pretty sure that this suggestion has many flaws, but I guess some of what I showed might work with something that you were thinking, and I know that this information is not enough to make "definitive plan" that can't be exploited, but getting something near it would be cool. At least in my opinion.
A palliative:
About the stats, to prevent titans as combatents and alts, I guess one "solution" is to increase the number of FEP(after fixing the symbels, satiations, all that things that needs change) for players that have their stats too unbalanced. Like, if you have one stat as 300% of your lowest stat it should be "okay"( example: 100 int - 300 str cool), but, above it, it should increase, progressively, the needed FEP to increase one stat level.
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overtyped
- Posts: 3906
- Joined: Tue Sep 28, 2010 2:09 am
- Location: Quaran book burning festival
Re: Stat curve shouldnt be changed
Instead of a 300 stat cap like before, what about a 3000 stat cap? that's reachable for most lategame.
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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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Stat curve shouldnt be changed
No it's not lolovertyped wrote:3000 stat cap? that's reachable for most lategame.
Check out my pro-tips threadDuhhrail 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.

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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: Stat curve shouldnt be changed
As long as the qualities are as out of control as they currently are, it is. it's a matter if you actually want to bother with it.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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overtyped
- Posts: 3906
- Joined: Tue Sep 28, 2010 2:09 am
- Location: Quaran book burning festival
Re: Stat curve shouldnt be changed
I said most, you play 1 or 2 days a week for an hour, so ofc you wouldn't reach it. But people who put in a little bit of effort can reach it easily.jordancoles wrote:No it's not lolovertyped wrote:3000 stat cap? that's reachable for most lategame.
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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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Stat curve shouldnt be changed
It should probably be assumed that in the new world satiations and hunger bonuses will be toned down quite a lotMagicManICT wrote:As long as the qualities are as out of control as they currently are, it is. it's a matter if you actually want to bother with it.
Check out my pro-tips threadDuhhrail 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.

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overtyped
- Posts: 3906
- Joined: Tue Sep 28, 2010 2:09 am
- Location: Quaran book burning festival
Re: Stat curve shouldnt be changed
Well, a 3000 stat cap is still easy even with nerfs. This is the only kind of cap i would accept.jordancoles wrote:It should probably be assumed that in the new world satiations and hunger bonuses will be toned down quite a lotMagicManICT wrote:As long as the qualities are as out of control as they currently are, it is. it's a matter if you actually want to bother with it.
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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LadyGoo
- Posts: 2767
- Joined: Sat Jul 09, 2011 9:06 am
Re: Stat curve shouldnt be changed
Even if the qualities would be slowed down and etc., what happens in 3-4-5 years time? The same thing, basically. Moreover, slowing everything would still mean slower development for the newcomers too. Perhaps, the devs should think of implementing mini-games for faster catch-up.overtyped wrote:Well, a 3000 stat cap is still easy even with nerfs. This is the only kind of cap i would accept.
Hunger mini-game: 1. Set-up goal stats (how much and how many); 2. The game starts and tells you what to eat (mini-quests inside of a quest, get a special fork from the table to use its buffs). You may wanna gather quite a lot of unique food for this. 3. At the end, you should get more stats than if you would be eating them in a normal way.
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Справочная Конференция [Ru]: https://join.skype.com/fnAcsc0srDBN
Trade Conference [Eng-Ru]: https://join.skype.com/gNT6Rs92PTtM
W10 Queen of Dis fiancée of Leanne69 (Lolo)
W9 Hive [Ruler]
W8 Dis [Chieftain]
W7 Ofir [Lawspeaker]
W6 Dis [Chieftain] & Disneyland
W5 Vitterstad [Lawspeaker]
W4 A.D. [Fighter]
W3 Garden of Metallurgists [LS]
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overtyped
- Posts: 3906
- Joined: Tue Sep 28, 2010 2:09 am
- Location: Quaran book burning festival
Re: Stat curve shouldnt be changed
i've already suggested something like this. Tie quests with eatingLadyGoo wrote:Even if the qualities would be slowed down and etc., what happens in 3-4-5 years time? The same thing, basically. Moreover, slowing everything would still mean slower development for the newcomers too. Perhaps, the devs should think of implementing mini-games for faster catch-up.overtyped wrote:Well, a 3000 stat cap is still easy even with nerfs. This is the only kind of cap i would accept.
Hunger mini-game: 1. Set-up goal stats (how much and how many); 2. The game starts and tells you what to eat (mini-quests inside of a quest, get a special fork from the table to use its buffs). You may wanna gather quite a lot of unique food for this. 3. At the end, you should get more stats than if you would be eating them in a normal way.
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