A broken clock is right twice a day and a fool can have good ideas. I think it is mistake to discount an idea for any reason other than its own merits.Lunarius_Haberdash wrote:What they say is shaped by the words they use, as is the mode of thought that accompanies it. This is why I focus on it, because I keep hearing the same arguments, and they almost inevitably focus around 'we need stuff to do at the ennnnnd'. Meaning they're still thinking about the game as having a beginning, a middle, and an end. As long as that thought is driving them, they're going to keep suggesting similar results to those already being achieved.Ysh wrote:Instead I will rather look at meaning of what the other men try to say, instead of focus so much on words they will use.
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Ysh
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- Location: Chatting some friends on forum
Re: Petition to Jorb for Stat Caps
I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
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Lunarius_Haberdash
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Re: Petition to Jorb for Stat Caps
Each idea can certainly be judged on its own merits, no denying that. However that doesn't make the presenter not a fool, nor does it fix the clock. Educate a fool, fix the clock, you start hearing productive ideas that aren't just regurgitated MMO nonsense with occasional strokes of brilliance.Ysh wrote:A broken clock is right twice a day and a fool can have good ideas. I think it is a mistake to discount an idea for any reason other than its own merits.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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Ysh
- Posts: 5953
- Joined: Sun Jan 31, 2010 4:43 am
- Location: Chatting some friends on forum
Re: Petition to Jorb for Stat Caps
I think you and I have the same goal here.Lunarius_Haberdash wrote:Each idea can certainly be judged on its own merits, no denying that. However that doesn't make the presenter not a fool, nor does it fix the clock. Educate a fool, fix the clock, you start hearing productive ideas that aren't just regurgitated MMO nonsense with occasional strokes of brilliance.Ysh wrote:A broken clock is right twice a day and a fool can have good ideas. I think it is a mistake to discount an idea for any reason other than its own merits.
I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
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xdragonlord18
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Re: Petition to Jorb for Stat Caps
xdragonlord18 wrote:fundamentally their isnt much difference between dungeons and a system like gilding they both add content to the end game
i think u might b dumb they r both examples of end game contentLunarius_Haberdash wrote:They have absolutely nothing in common in relation to types of content.
Ysh wrote:You all forget that bucket is include. I think with bucket it is fair price.
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Lunarius_Haberdash
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Re: Petition to Jorb for Stat Caps
Alright, let's approach this then. How do you define end game content? Because I think we're using different metrics.xdragonlord18 wrote:i think u might b dumb they r both examples of end game content
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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xdragonlord18
- Posts: 623
- Joined: Sat Apr 16, 2016 3:25 am
Re: Petition to Jorb for Stat Caps
end game content is content that u must be in the end game to complete u r in the end game when u have conquered more than half of the games challenges or when u have completed more than half of a games progressionLunarius_Haberdash wrote: Alright, let's approach this then. How do you define end game content? Because I think we're using different metrics.
Ysh wrote:You all forget that bucket is include. I think with bucket it is fair price.
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Lunarius_Haberdash
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- Joined: Tue Jul 05, 2011 5:14 am
Re: Petition to Jorb for Stat Caps
Alright, that's the definition as I understand it. How do you see Gilding fitting into this description? There is no "finishing" gilding, it's available from the beginning and relevant at every stage of the game. Can you explain how that fits your concept of end game?xdragonlord18 wrote:end game content is content that u must be in the end game to complete u r in the end game when u have conquered more than half of the games challenges or when u have completed more than half of a games progression
I will repeat that my issue with end game design is that HnH has no intrinsic 'halfway point' or 'half of its challenges'. It is an ongoing persistent game with no set victory conditions to 'halfway complete'.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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xdragonlord18
- Posts: 623
- Joined: Sat Apr 16, 2016 3:25 am
Re: Petition to Jorb for Stat Caps
this is false there is a finished gilding which is the weakest instance of the gilding in which further improvements does not render any significant buffsLunarius_Haberdash wrote: There is no "finishing" gilding
yes it is relevant at every stage of the game including the end game stage there r gildings that one can only get when they r in the end gameLunarius_Haberdash wrote: it's available from the beginning and relevant at every stage of the game. Can you explain how that fits your concept of end game?
haven is a finite game so their is a half way point even if it is not obvious or explicit u dont need 2 have a victory condition 2 conquer half of the games challenges the victory is implicit in the mastery of the games hardest challengesLunarius_Haberdash wrote: I will repeat that my issue with end game design is that HnH has no intrinsic 'halfway point' or 'half of its challenges'.
It is an ongoing persistent game with no set victory conditions to 'halfway complete'.
Ysh wrote:You all forget that bucket is include. I think with bucket it is fair price.
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Lunarius_Haberdash
- Posts: 1477
- Joined: Tue Jul 05, 2011 5:14 am
Re: Petition to Jorb for Stat Caps
I'm afraid we're just going to have to agree to disagree then. We simply have vastly different expectations of the style of game that HnH has put itself forth to be and an equally disparate concept of when and where 'end game design' is appropriate.xdragonlord18 wrote:haven is a finite game so there is a halfway point even if it is not obvious or explicit u don't need 2 have a victory condition 2 conquer half of the games challenges the victory is implicit in the mastery of the games hardest challenges
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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Kaios
- Posts: 9268
- Joined: Fri Jul 30, 2010 2:14 am
Re: Petition to Jorb for Stat Caps
First of all listen to this man because he is very smart:
Second, in my opinion, I think encouraging players towards two specific routes is a viable way to go and you have already partially achieved this with the credo system. Players should either focus on raising their attributes and skills evenly for a "balanced" build or could instead choose the route of specialization. This could be achieved by implementing diminishing returns in the form of a player's highest skill or attribute affecting the learning point/food cost of all other skills and attributes.
An example of this might be, Player A raises their combat skills to 300 before raising anything else where as Player B raises theirs to 1000. The overall impact this has on other skills is that the learning point cost for Player A to now raise something like Exploration would be 30% higher than its normal cost at level 1 and Player B's learning point cost would increase marginally higher at 100%. As you close the gap towards your highest skill the cost increase would lower until you match your highest skill at which point the rate returns to what it would normally be at that level. Not sure if that makes sense but I hope so.
This combined with the credo system would hopefully encourage more players towards balancing their skill sets and attributes or specializing to be the village smith or something like that.
Of course there will always be those players that want to min/max everything and obtain all they possibly can or pump out numerous alts with varying capabilities which is fine and they should be able to do so but I feel with some sort of diminishing return in place like this it will at least make that achievement a more difficult prospect and also add value to any player's character(s) that do happen to reach those points.
Chebermech wrote:
Second, in my opinion, I think encouraging players towards two specific routes is a viable way to go and you have already partially achieved this with the credo system. Players should either focus on raising their attributes and skills evenly for a "balanced" build or could instead choose the route of specialization. This could be achieved by implementing diminishing returns in the form of a player's highest skill or attribute affecting the learning point/food cost of all other skills and attributes.
An example of this might be, Player A raises their combat skills to 300 before raising anything else where as Player B raises theirs to 1000. The overall impact this has on other skills is that the learning point cost for Player A to now raise something like Exploration would be 30% higher than its normal cost at level 1 and Player B's learning point cost would increase marginally higher at 100%. As you close the gap towards your highest skill the cost increase would lower until you match your highest skill at which point the rate returns to what it would normally be at that level. Not sure if that makes sense but I hope so.
This combined with the credo system would hopefully encourage more players towards balancing their skill sets and attributes or specializing to be the village smith or something like that.
Of course there will always be those players that want to min/max everything and obtain all they possibly can or pump out numerous alts with varying capabilities which is fine and they should be able to do so but I feel with some sort of diminishing return in place like this it will at least make that achievement a more difficult prospect and also add value to any player's character(s) that do happen to reach those points.