Game Development: Cigar Box

Announcements about major changes in Haven & Hearth.

Re: Game Development: Cigar Box

Postby Hasta » Tue May 07, 2019 12:59 pm

Remind me again, why don't satiation gain and hunger drop rate scale with player's stats? More developer character - more-punishing satiations and less-forgiving hunger? Isn't that's why FEP bar scales with stats, to mitigate the gap between players?
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Re: Game Development: Cigar Box

Postby pppp » Tue May 07, 2019 1:14 pm

Hasta wrote:Remind me again, why don't satiation gain and hunger drop rate scale with player's stats? More developer character - more-punishing satiations and less-forgiving hunger? Isn't that's why FEP bar scales with stats, to mitigate the gap between players?

Looks like a good idea. Though, depending on implementation, at some point it will amount to fixed max FEP/day rate.
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Re: Game Development: Cigar Box

Postby MrPunchers » Tue May 07, 2019 4:25 pm

https://en.m.wikipedia.org/wiki/Pareto_principle to the people who don't understand the questing thing, read this. If you still don't after, you have many retard.
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Re: Game Development: Cigar Box

Postby Granger » Tue May 07, 2019 5:29 pm

pppp wrote:
Hasta wrote:Remind me again, why don't satiation gain and hunger drop rate scale with player's stats? More developer character - more-punishing satiations and less-forgiving hunger? Isn't that's why FEP bar scales with stats, to mitigate the gap between players?

Looks like a good idea. Though, depending on implementation, at some point it will amount to fixed max FEP/day rate.

Which won't solve the issues with starting late (,...) but make them worse.
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Re: Game Development: Cigar Box

Postby pppp » Tue May 07, 2019 7:07 pm

Granger wrote:
pppp wrote:
Hasta wrote:Remind me again, why don't satiation gain and hunger drop rate scale with player's stats? More developer character - more-punishing satiations and less-forgiving hunger? Isn't that's why FEP bar scales with stats, to mitigate the gap between players?

Looks like a good idea. Though, depending on implementation, at some point it will amount to fixed max FEP/day rate.

Which won't solve the issues with starting late (,...) but make them worse.

This rabbit hole is quite offtopic but whatever:

1a) Starting earlier should give player an advantage.
1b) Players should be able to catch up no matter how late they start.

2a) Playing more should give an advantage
2b) Casual players should have a chance against nolifers.

There is no way to make these statements not contradict it's pair. You can try to put lipstick on the pig but finally either something gives an advantage or it does not give an advantage. Things can be designed one way or another but not both at the same time. Even fixed FEP/day rate, no matter how shitty it is, will asymptotically decrease relative gap between players starting at different moments in time which is good enough. The issues with keeping advantage forever and with wiping it by imposing a cap have been discussed ad nauseam.

And no, character decay is shit, it promotes nolifing, contributes to addiction and discourages coming back after a break. I 'd rather have a character ageing mechanics which better fits game lore.
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Re: Game Development: Cigar Box

Postby MagicManICT » Tue May 07, 2019 7:59 pm

MrPunchers wrote:https://en.m.wikipedia.org/wiki/Pareto_principle to the people who don't understand the questing thing, read this. If you still don't after, you have many retard.

many retard have one who cannot be direct.

In plain English, 20% of the players set the curve. if you aren't one of the 20%, you have nothing to concern yourself with.

I'd take it a step further and say 5%, at most, of the players set the curve the rest follow. It's more likely 1-2% (a couple dozen) players that set the curve. However, given the new restrictions, it may not be long for it to quickly become the 5% mark, and possibly float upwards of 10% of the players being at or near the top spot over an extended period of time (say 1 year, maybe).
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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Re: Game Development: Cigar Box

Postby Granger » Tue May 07, 2019 9:17 pm

pppp wrote:1a) Starting earlier should give player an advantage.

Yes.. Starting earlier should give an advantage, but not a permanent one.
1b) Players should be able to catch up no matter how late they start.
Yes.

2a) Playing more should give an advantage
Yes.
2b) Casual players should have a chance against nolifers.
Yes. Casuals should be able to no life for a reasonable timespan to (temporarily) close the gap, while no-lifers shouldn't be able to extend it endlessly - leading to the gap under normal conditions (casual vs. no-lifer) being just an advantage for the no-lifer (instead of a guaranteed win, as currently).

There is no way to make these statements not contradict it's pair.
Couldn't you have written that above so I would have read it before doing the alleged impossible?
And no, character decay is shit, it promotes nolifing, contributes to addiction and discourages coming back after a break.
Explain to me please how a mechanic that allows one to slow down or even take a break without permanently falling behind in the first place would have these effects. Wouldn't it be rather be the opposite?
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Re: Game Development: Cigar Box

Postby Kaios » Tue May 07, 2019 9:32 pm

Granger wrote:Explain to me please how a mechanic that allows one to slow down or even take a break without permanently falling behind in the first place would have these effects. Wouldn't it rather be the opposite?


Is it even possible for any mechanic in this game to contain all of those parameters? To be honest I'm not sure it is.
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Re: Game Development: Cigar Box

Postby bmjclark » Tue May 07, 2019 9:38 pm

Granger wrote:--snip--


You pretty much just said "Make the game balanced. Lol easy" without offering any real suggestion and bragged about solving the issue in the same post. It'd be about as helpful as me posting "Make combat good duh" as a combat suggestion.
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Re: Game Development: Cigar Box

Postby Hasta » Tue May 07, 2019 9:47 pm

Granger wrote:Casuals should be able to no life for a reasonable timespan to (temporarily) close the gap, while no-lifers shouldn't be able to extend it endlessly - leading to the gap under normal conditions (casual vs. no-lifer) being just an advantage for the no-lifer (instead of a guaranteed win, as currently).

if a casual no-lifing the game, he becomes a no-lifer and gets no-lifer advantages for a time. He stops - he loses it. Just the most visible example on how you didn't make contradictory things not contradicting anymore. Other things, as mentioned above, were along the lines of "make it good". And please don't try to condescend upwards, it's incomfortable for everyone.
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