Rebalancing the curiosity system

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Rebalancing the curiosity system

Postby venatorvenator » Fri Oct 09, 2015 7:12 pm

molenga wrote:Bots will always be a problem, but the system as it is now is already favouring botters over non-botters, and quite honestly as it is now being a non-sub player is like not playing the game at all, more like being constant raid-fodder because you can´t play enough to even gather curios, muh less protect your claim from raiders.


That's basic math. Increasing LP values will most certainly increase the LP gap, alt usage, and p2w overall fuckery.

Non-subs being useless players isn't right either. I know a village of non-subscribers only, bwalled, fully geared, with quality grind, and with stats either similar to or higher than another dedicated subscriber village I know. Even if that wasn't the case, though, if the LP gap between paying and non-paying players increase, these will be forced out of the game and that's bad for everyone.
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Re: Rebalancing the curiosity system

Postby kilakan » Fri Oct 09, 2015 7:52 pm

Hervarth wrote:
sabinati wrote:salem inspirational system was probably better tbh


I would agree with that probably.

I don't really see the problem with lp gain being slower globally. Why are people so attached to large numbers?
It makes it harder to play solo without alts, because you maybe dont gain enough lp to not softcap everything, but I'm ok with that if it encourages people to cooperate a bit more.

Please dear god don't add that back or anything like it. Maybe make it so we can just stack curios for study so we don't feel the need to chain-study bot.

Increase exp cost even when you do it, that way you still need to play to get lore events.

But please don't make the game a non-stop grind for instant curios and massive jugs of food. The current exp/hunger system is brilliant and just needs some tweaking.
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Re: Rebalancing the curiosity system

Postby Sever » Fri Oct 09, 2015 7:59 pm

kilakan wrote:
Hervarth wrote:
sabinati wrote:salem inspirational system was probably better tbh


I would agree with that probably.

I don't really see the problem with lp gain being slower globally. Why are people so attached to large numbers?
It makes it harder to play solo without alts, because you maybe dont gain enough lp to not softcap everything, but I'm ok with that if it encourages people to cooperate a bit more.

Please dear god don't add that back or anything like it. Maybe make it so we can just stack curios for study so we don't feel the need to chain-study bot.

Increase exp cost even when you do it, that way you still need to play to get lore events.

But please don't make the game a non-stop grind for instant curios and massive jugs of food. The current exp/hunger system is brilliant and just needs some tweaking.


The salem system sounds pretty bot friendly to me. So would stacked curios costing additional EXP, a bot would still be better.

Any system you could come up with that would fit into H&H would be bottable, and if it was difficult to bot it would probably not be fun for humans. You can only make bots useless. Discouraging botting in this case would be to make all curios take a long time and give periodic LP during that time. LP/hour would be dependent on rarity or difficulty in making the item, and better curios might have less frequent payoffs.

This has been suggested before. Obviously it would be a serious rework, possibly to the point of requiring a new world. And you would still have botters sending their mechanical slaves off to forage the best curios or craft difficult things, but their usefulness is limited. I also feel like it might make gaining LP too difficult for new characters, or too trivial for established players. Finding a balance would probably be very difficult.
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Re: Rebalancing the curiosity system

Postby molenga » Fri Oct 09, 2015 8:06 pm

Finding the balance is always the most difficult part, but it sure is worth trying on the long run. I like the idea of curios giving lp periodically instead of all at once.
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Re: Rebalancing the curiosity system

Postby kilakan » Fri Oct 09, 2015 8:07 pm

I didn't mean to make stacked ones cost more. I meant to make all curios cost more exp so that afk bots don't get exp events. Ect.

If you make it so people don't need a computer to get the most out of the lp system. And encourage people by making it so they get rewarded for actually playing than it would work out better imo.
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Re: Rebalancing the curiosity system

Postby molenga » Fri Oct 09, 2015 8:21 pm

venatorvenator wrote:
molenga wrote:Bots will always be a problem, but the system as it is now is already favouring botters over non-botters, and quite honestly as it is now being a non-sub player is like not playing the game at all, more like being constant raid-fodder because you can´t play enough to even gather curios, muh less protect your claim from raiders.


That's basic math. Increasing LP values will most certainly increase the LP gap, alt usage, and p2w overall fuckery.

Non-subs being useless players isn't right either. I know a village of non-subscribers only, bwalled, fully geared, with quality grind, and with stats either similar to or higher than another dedicated subscriber village I know. Even if that wasn't the case, though, if the LP gap between paying and non-paying players increase, these will be forced out of the game and that's bad for everyone.


Well, keeping the LP values this low with such long durations on curios makes it nearly impossible for the average free player or small community to actually progress at any considerable rate, not saying my suggestion as it is is perfect, it definitly needs some polishing, but surely there must be a better way.
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Re: Rebalancing the curiosity system

Postby sabinati » Fri Oct 09, 2015 9:38 pm

kilakan wrote:
Hervarth wrote:
sabinati wrote:salem inspirational system was probably better tbh


I would agree with that probably.

I don't really see the problem with lp gain being slower globally. Why are people so attached to large numbers?
It makes it harder to play solo without alts, because you maybe dont gain enough lp to not softcap everything, but I'm ok with that if it encourages people to cooperate a bit more.

Please dear god don't add that back or anything like it. Maybe make it so we can just stack curios for study so we don't feel the need to chain-study bot.

Increase exp cost even when you do it, that way you still need to play to get lore events.

But please don't make the game a non-stop grind for instant curios and massive jugs of food. The current exp/hunger system is brilliant and just needs some tweaking.


what was wrong with it? it removed need to bot curio swaps. I'm not saying it should need to be based on consuming food like salem was, we have exp system here, so it could be based on that instead, maybe with some tweaks.
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Re: Rebalancing the curiosity system

Postby Sevenless » Fri Oct 09, 2015 10:39 pm

Is the current system broken?

Lets just say in theory we change the system so that you queue items instead of loading them directly into the study. This puts everyone on a level playing field, everyone can load up enough curios for the next X hours in one go.

Would that "unbreak" the system? If so, it's not the system that's broken but the method of interacting with it imo. And if so it's possible to fix it without a completely new system.
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Re: Rebalancing the curiosity system

Postby Kelody » Fri Oct 09, 2015 10:47 pm

sabinati wrote:
molenga wrote:
sabinati wrote:salem inspirational system was probably better tbh

Have not played salem, what is different about it´s system?


it is based on resource consumption rather than simple login and swap curios at certain time.

instant study an inspirational. it drains your black bile, which regens by consuming certain food.
studying same inspirational multiple times had diminishing returns until you bought/leveled a skill, spending the inspiration points.

similar system could be implemented here with some tweaking.


Just the diminishing return system would help and reduce some botting.
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Re: Rebalancing the curiosity system

Postby maze » Fri Oct 09, 2015 10:47 pm

kilakan wrote:
Hervarth wrote:
sabinati wrote:salem inspirational system was probably better tbh


I would agree with that probably.

I don't really see the problem with lp gain being slower globally. Why are people so attached to large numbers?
It makes it harder to play solo without alts, because you maybe dont gain enough lp to not softcap everything, but I'm ok with that if it encourages people to cooperate a bit more.

Please dear god don't add that back or anything like it. Maybe make it so we can just stack curios for study so we don't feel the need to chain-study bot.

Increase exp cost even when you do it, that way you still need to play to get lore events.

But please don't make the game a non-stop grind for instant curios and massive jugs of food. The current exp/hunger system is brilliant and just needs some tweaking.


that! make the study bigger.
allow us to put more curi in.
2 of the same type can be in but the timer will only start on one.
the timer will only start on curi if the Int is there to use it.

that way we should always be full.
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