Of max caps and growth

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Of max caps and growth

Postby Redlaw » Wed Feb 10, 2016 12:34 am

To me the max caps proposed as it some people will likely max everything (no matter the pay level into the game) within the month of playing in the world. Given the max I have seen over hmmm 2-3 years liekly 4 max is about almost 4k... I would think that makes a good life span for the world and gives a max cap for everyone.

So why not make it
4k Max for paying players
2.5k for subscribing players
1.25k (or more) for non paying players...

There needs to be this feeling of growth but speed wise I rather just see the speed differnces, and a world cap of 4k lol.
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Re: Of max caps and growth

Postby Tamalak » Wed Feb 10, 2016 12:37 am

1.25k (or more) for non paying players...


In other words 5 obsessive people with no jobs will pay Jorftar $10 each. I think you should maybe rethink your suggestion.
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Re: Of max caps and growth

Postby Redlaw » Wed Feb 10, 2016 12:40 am

I am thinking that has already happened, why i am more in lines with the you pay to grow faster then caps anyway... a cap of 50 or even 200 both seem way to small though. But if no on says anything then well, no ideas really will happen on the subject.

It is just a suggestion, they can ignore it and everyone can and likely will shoot it down.
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Re: Of max caps and growth

Postby Carebear » Wed Feb 10, 2016 12:44 am

I assumed you meant max total skills vs. per skill. So rather than all 11 skills to 200 each, you get a combined limit of say 1600. So I could do 600 farming, 600 cooking, and 500 other on a sub.

Or if you have free then rather than 50 x 11 you could do say 750 total. Still get 250 farming 250 cooking, and 250 other. Interesting.

I would be surprised if the server lasted past 1 year on the duration but who knows, gotta dream.
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Re: Of max caps and growth

Postby Redlaw » Wed Feb 10, 2016 12:48 am

No I meant 4k str ect... for ability and 4k max for skills and so on and 4k max for q of items as a max cap. Not the combined scores, now that is something totaly differnt and can be thought of. as 50 x 50 is only, 250 is is barley anything really for foraging. When still some of the best items need over 1.6k to find. Excluding some foragables.
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Re: Of max caps and growth

Postby Kalacia » Wed Feb 10, 2016 9:34 am

Carebear wrote:I assumed you meant max total skills vs. per skill. So rather than all 11 skills to 200 each, you get a combined limit of say 1600. So I could do 600 farming, 600 cooking, and 500 other on a sub.

Or if you have free then rather than 50 x 11 you could do say 750 total. Still get 250 farming 250 cooking, and 250 other. Interesting.

I would be surprised if the server lasted past 1 year on the duration but who knows, gotta dream.


id like this more, would give people more specialisation. As you could eather be a jack of all, master of none. or a fully fledged farmer.
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Re: Of max caps and growth

Postby Granger » Fri Feb 12, 2016 1:49 am

*facepalm*

Sorry, really retarded idea.

A cap at 4k is practically nonexistant for >95% of the players.
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Re: Of max caps and growth

Postby Ukhata » Fri Feb 12, 2016 8:58 am

one of the points of the cap is, to make disposable chars a thing.
if you invest wel over a year in a char you are going to pretect and defend it.
not let it be killed.
if you spend like 2 weeks making food and curios on a char for combat, max it out in that time, assuming you have a decent production facility, you will be able to just go out and lose that char to combat no swqeat.
and you will even find competition and be competitve with other maxed out chars..

so increasing the cap to 4 year long hights completely removes this disposability.
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Re: Of max caps and growth

Postby shubla » Fri Feb 12, 2016 12:12 pm

Granger wrote:*facepalm*

Sorry, really retarded idea.

A cap at 4k is practically nonexistant for >95% of the players.

You mean 100?
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Re: Of max caps and growth

Postby Tamalak » Fri Feb 12, 2016 3:33 pm

Ukhata wrote:one of the points of the cap is, to make disposable chars a thing.
if you invest wel over a year in a char you are going to pretect and defend it.
not let it be killed.
if you spend like 2 weeks making food and curios on a char for combat, max it out in that time, assuming you have a decent production facility, you will be able to just go out and lose that char to combat no swqeat.


This is already a thing. Combat alts ARE a thing and quite effective. And two combat alts can take out a massive year-old titan character. One combat alt can do it if it catches the year-old unprepared.

There's no need for the devs to implement a cap - this part of the system works well without one.
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