Rolling/Time Gated Stat Caps

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

Re: Rolling/Time Gated Stat Caps

Postby AriZona » Sat Oct 29, 2022 2:18 pm

Nightdawg wrote:As I have previously mentioned multiple times, I love changes like the Mining Pyres (the time barrier put in place to reach lower mine levels) or Combat Equalisation.

I'm confident that the bar has been lowered in terms of how much time you need to invest into this game to have a chance in keeping up with the hardcore boys, which is a good thing, as many of us have jobs and lifes.
I agree that someone who plays alone and can only log in 2 hours per day should not be at the same level as a village of 50 people that has a bunch of autists grinding everything 24/7, however, those are the two extremes.

......

Imho a big problem with this game is the obnoxious tedium and the need to play this way too much, to stay competitive, especially during the first weeks/months. After those first weeks/months, the snowballing only increases, hence why so many people just give up and quit.

Anyway, I suggest adding rolling/time gated stat caps that increase over time. The cap can increase on a daily basis or some shit. This will also allow people with extra time to grind multiple stats, should they want multiple roles.
This was probably mentioned/suggested multiple times.

DO NOT COMPARE THIS TO THE STAT CAP THAT WAS PREVIOUSLY ADDED. That shit never increased. kkthxbye


I think many complainers are just dishonest on this forum in general (beyond this thread and OP). They start to play the game as is, and then start complaining that it takes too much effort to play it :| Guys, the choice u made to play this game and complains u say do not align; something in this and similar stories is not true.

You should acknowledge that: ever A) you dont have time to play this game and are confused how to find something else, or B) there are tons of casual games with instant access to resources and PVP, but u probably no good there and asking devs for cozy adjustments.
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Re: Rolling/Time Gated Stat Caps

Postby DonVelD » Sat Oct 29, 2022 4:42 pm

i wondered where else i saw the name viewtopic.php?f=48&t=73827&p=913759
retard detected, opinion rejected
also learn english because they way you write it makes you sound like even bigger retard
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Re: Rolling/Time Gated Stat Caps

Postby irongete » Sat Oct 29, 2022 8:49 pm

Related suggestion i made some time ago: viewtopic.php?f=48&t=68865
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Re: Rolling/Time Gated Stat Caps

Postby Nightdawg » Tue Nov 01, 2022 8:39 pm

Or maybe add a scoreboard for top-statted people, so the other 95% of the playerbase would actually understand what I'm talking about, since they don't seem to want to even discuss this issue. They probably also didn't believe the fact that people in World 10 had q6000 anvils and 40000 (fourty thousand) strength.
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Re: Rolling/Time Gated Stat Caps

Postby Nightdawg » Mon Apr 24, 2023 7:50 pm

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Re: Rolling/Time Gated Stat Caps

Postby vatas » Mon Apr 24, 2023 8:14 pm

I actually thought about this earlier today (or yesterday) before seeing this topic.

Would it make any sense that even if there is a hard cap of 300, you can raise STR to 500 but it will only count as 300? You could still "pre-grind" for the next rolling cap this way. biggest issue would be how to communicate this to the player.

Also shout-out to the idea of stat caps only applying in PvP, so that if you want to, you can grind those 1k stats to solo dungeons (I guess balancing concerns would apply to being able to produce garment needles and those bat dungeon thingies that let you skip ahead in Credo.)
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Re: Rolling/Time Gated Stat Caps

Postby wonder-ass » Tue Apr 25, 2023 10:43 pm

vatas wrote:I actually thought about this earlier today (or yesterday) before seeing this topic.

Would it make any sense that even if there is a hard cap of 300, you can raise STR to 500 but it will only count as 300? You could still "pre-grind" for the next rolling cap this way. biggest issue would be how to communicate this to the player.

Also shout-out to the idea of stat caps only applying in PvP, so that if you want to, you can grind those 1k stats to solo dungeons (I guess balancing concerns would apply to being able to produce garment needles and those bat dungeon thingies that let you skip ahead in Credo.)


might as well just have flat values in pvp that don't change no matter what, not like anyone dies anyways so only the gear matters.
see homo sexuality trending,. do not do that.
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Re: Rolling/Time Gated Stat Caps

Postby Kyrex » Wed Apr 26, 2023 2:28 am

wonder-ass wrote:might as well just have flat values in pvp that don't change no matter what, not like anyone dies anyways so only the gear matters.


Then you've got spruces running around in maxed gear that they either p2w for or randomly found/looted. I think an inbetween would be good.

I'd vote for a flattening of pvp skills such that someone with 100 stats would have a chance against someone 1000 stats, if they had better gear.
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Re: Rolling/Time Gated Stat Caps

Postby DonVelD » Wed Apr 26, 2023 12:28 pm

Kyrex wrote:Then you've got spruces running around in maxed gear that they either p2w for or randomly found/looted. I think an inbetween would be good.

I'd vote for a flattening of pvp skills such that someone with 100 stats would have a chance against someone 1000 stats, if they had better gear.

you never participated in real pvp and it shows, you can already do that and an experienced pvper will always shit on high statted retards no matter how good their gear is

don't talk about stuff you never experienced lmao roflmao

get good nerd
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Re: Rolling/Time Gated Stat Caps

Postby Kyrex » Thu Apr 27, 2023 10:20 am

DonVelD wrote:
Kyrex wrote:I'd vote for a flattening of pvp skills such that someone with 100 stats would have a chance against someone 1000 stats, if they had better gear.

you never participated in real pvp and it shows, you can already do that and an experienced pvper will always shit on high statted retards no matter how good their gear is


I'm talking stats for stats; with equivilent skills/performances.
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