Game Development: Paving the Way

Announcements about major changes in Haven & Hearth.

Re: Game Development: Paving the Way

Postby jorb » Tue Sep 15, 2015 2:26 pm

Robben_DuMarsch wrote:
spectacle wrote:No, that's no straw man, it's a perfectly sound argument.


Forum Dude: Deep Artifice should cost 15k instead of 150k.

Jorb: So there should be no high LP cost skills?

Straw man.


Well, except...

Forum Dude: "Jorb I have a question. Is the cost of buying deep artifice so high to encourage me to make a combat alt?"

Jorb: So there should be no high LP cost skills?
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Re: Game Development: Paving the Way

Postby Sevenless » Tue Sep 15, 2015 2:29 pm

Robben_DuMarsch wrote:
spectacle wrote:No, that's no straw man, it's a perfectly sound argument.


Forum Dude: Deep Artifice should cost 15k instead of 150k.

Jorb: So there should be no high LP cost skills?

Straw man.


I'm with jorb on this one. There should be stupidly expensive endgame skills for crafters because unlike fighters we don't have huge infinite LP sinks (farmers perhaps excepted, but they're not the only crafter). Otherwise once you get about 200 or so skill level in a couple spots you're pretty much done and can ignore LP other than casual longterm curios to keep the skills in check with quality.

You cannot allow for both specialization AND every character having every thing without sacrifice. That sacrifice being non-competitive UA values.
Last edited by Sevenless on Tue Sep 15, 2015 2:31 pm, edited 1 time in total.
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Re: Game Development: Paving the Way

Postby Robben_DuMarsch » Tue Sep 15, 2015 2:30 pm

jorb wrote:
Robben_DuMarsch wrote:
spectacle wrote:No, that's no straw man, it's a perfectly sound argument.


Forum Dude: Deep Artifice should cost 15k instead of 150k.

Jorb: So there should be no high LP cost skills?

Straw man.


Well, except...

Forum Dude: "Jorb I have a question. Is the cost of buying deep artifice so high to encourage me to make a combat alt?"

Jorb: So there should be no high LP cost skills?


Do you consider 15k LP to not be a high LP skill? If so, then consider me wrong.
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Re: Game Development: Paving the Way

Postby Sevenless » Tue Sep 15, 2015 2:32 pm

Robben_DuMarsch wrote:Do you consider 15k LP to not be a high LP skill? If so, then consider me wrong.


When you're earning 15-30k per day (which people should already be at for developed villages) 15k isn't really that much is it?
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Re: Game Development: Paving the Way

Postby Robben_DuMarsch » Tue Sep 15, 2015 2:33 pm

Sevenless wrote:
Robben_DuMarsch wrote:
spectacle wrote:No, that's no straw man, it's a perfectly sound argument.


Forum Dude: Deep Artifice should cost 15k instead of 150k.

Jorb: So there should be no high LP cost skills?

Straw man.


I'm with jorb on this one. There should be stupidly expensive endgame skills for crafters because unlike fighters we don't have huge infinite LP sinks (farmers perhaps excepted, but they're not the only crafter). Otherwise once you get about 200 or so skill level in a couple spots you're pretty much done and can ignore LP other than casual longterm curios to keep the skills in check with quality.

You cannot allow for both specialization AND every character having every thing without sacrifice. That sacrifice being non-competitive UA values.


I agree. I'm not disagreeing with you three substantively, we are getting into a pissing contest about logical fallacy.

In fact, I certainly agree that it would be better to have infinite LP sink for all crafters instead of 1 time LP investments.
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Re: Game Development: Paving the Way

Postby Robben_DuMarsch » Tue Sep 15, 2015 2:37 pm

Sevenless wrote:
Robben_DuMarsch wrote:Do you consider 15k LP to not be a high LP skill? If so, then consider me wrong.


When you're earning 15-30k per day (which people should already be at for developed villages) 15k isn't really that much is it?


Eh, the highest LP black skill is currently 30k. We are arguing semantics if we continue.

I will admit to being at fault and unnecessarily dickish for starting this in the first place. I hope that's sufficient for all parties involved, lol
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Re: Game Development: Paving the Way

Postby Sevenless » Tue Sep 15, 2015 2:43 pm

Lets turn the debate towards your comment then:

Any thoughts on how to make crafting infinite sink without one time buy ins? My worry is that if everything needs an infinite sink, mid world deaths effectively cripple you until the next world. Alternatively you could make any benefits after X LP be incredibly minor and optional boosts, but that's not how it's set up at the moment if the flavour text is true.
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Re: Game Development: Paving the Way

Postby Robben_DuMarsch » Tue Sep 15, 2015 2:57 pm

Robben_DuMarsch wrote:I would almost like to see these skills become perks instead of permanent investments with permanent returns. A perk being something you spend LP on that lasts for X units of time or production. That way these production alts/bots will at least carry some upkeep cost.


^

Perk system I proposed would have the additional benefit of the infinite cost not accruing in the same way that skill buy-ins would. None of that crippling effect that you describe for mid-world deaths.
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Re: Game Development: Paving the Way

Postby CloudJhi » Tue Sep 15, 2015 3:04 pm

So, how exactly does the so called "significantly greater success when forging wrought iron" deal work?
Cause 1 wrought out of 15 casts is kind of disappointing after having spent 20k LP.
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Re: Game Development: Paving the Way

Postby stupidroger » Tue Sep 15, 2015 3:11 pm

what about matal axe bug?
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