Rebalancing the curiosity system

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

Re: Rebalancing the curiosity system

Postby Sevenless » Sun Oct 11, 2015 3:33 pm

molenga wrote:Community based play already has more than enough advantages as it is just for the sheer manpower and trade they have, there is no need to create in-game mechanics to make life harder for hermits just to make these large village players have an even greater advantage over them.


But the problem we're talking about is directly linked to manpower is it not? Player power to maintain curiosities food for character progression.
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Re: Rebalancing the curiosity system

Postby burgingham » Sun Oct 11, 2015 3:36 pm

molenga wrote:Besides, these large village players are usually the ones who do most of the botting, which in itself already creates such a nasty edge over the regular hermit player that it is impossible for any human being, no matter how dedicated to the game, to be unable to compete at any equal footing with these bot using players. :ugeek:


That is just an unfair assumption.
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Re: Rebalancing the curiosity system

Postby molenga » Sun Oct 11, 2015 3:43 pm

Sevenless wrote:
molenga wrote:Community based play already has more than enough advantages as it is just for the sheer manpower and trade they have, there is no need to create in-game mechanics to make life harder for hermits just to make these large village players have an even greater advantage over them.


But the problem we're talking about is directly linked to manpower is it not? Player power to maintain curiosities food for character progression.

Not really, no.

I have only 1 character, and live in a small village with other 2 p2p players and 1 f2p player.

I can get more than enough resources to fill my study and stock them up for later, no problems there at all.

The problem is that these curios take so long to study and give so little LP that all I can do is sit on my ass all day waiting for these to finish studying so I can get a small amount of LP that is not really enough to buy skills or atributes, can´t really do much more than that in terms of LP, so all I can do is forage and stock up on materials.

This has got to a point that I realized that I had to create an alt and am considering starting using these curio-swap bots that I despise just to be able to actually progress.

The only easily bulk-collected curio with a decent LP gain for study hours is the dragonfly, the emerald ones are great for that and the rarer red ones are perfect to boost up my char a bit.

Other than that we can only gather ants and look for the rare fated curios, which I never really bothered looking for since I never actually found any.

Bottom line is, manpower is not the problem to me, the problem is that I got to wait like 36h to get some lousy amount of LP. ¦]
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Re: Rebalancing the curiosity system

Postby molenga » Sun Oct 11, 2015 3:44 pm

burgingham wrote:
molenga wrote:Besides, these large village players are usually the ones who do most of the botting, which in itself already creates such a nasty edge over the regular hermit player that it is impossible for any human being, no matter how dedicated to the game, to be unable to compete at any equal footing with these bot using players. :ugeek:


That is just an unfair assumption.

How so?
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Re: Rebalancing the curiosity system

Postby pedorlee » Sun Oct 11, 2015 4:15 pm

burgingham wrote:
sabinati wrote:
burgingham wrote:I don't understand the connection between it being slower and it needing rebalance.

Being slow isn't a problem, it's the fact that it being timer based makes it advantageous to use curio swap bots


That's another problem and I agree with it. The curiosities giving lp over time idea or a secondary menu seem like good solutions for that, but that has been discussed before.

@pdeorlee: You describe playing solo and then you describe that you have 4 chars. I think it is totally ok that you are not able to sustain that as a hermit. But (and that goes to molenga too) that has always been my opinion: Hermits shoudl not be able to do everything on their own, community based play needs to have advantages.


Well, i live with my gf. Both of us have 2 chars, and the reason for this is that we've been killed. When I started playing i was very naive thinking the alt problem would have been solved, so we started playing with one char. But gathering 35k lp is getting very slow and hard.
I think I have a good example to be understood.
In legacy, when a player reached certain "high level" stats, rising them from there was harder. You needed better qualities to get more lp, by doing that you could get more lp in the same amount of time and try to "diminish" the growing amount of lp required per skill. So at high levels it was harder to get enough lp to rise a single stat.
In hafen I'm having this sensation right now. Managing qualities betwen 10 and 20 i feel like i have a titan who needs tons of lp and food. Thats what I feel right now.
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Re: Rebalancing the curiosity system

Postby RickyP602 » Mon Oct 12, 2015 10:25 am

burgingham wrote:But what is decent LP? You describe decent in comparison to what you are used to. That is not a valid comparison.

The curent system gives you more than enough LP for what is actually needed. Crafting skills do not need to be pushed very high due to quality rising a lot slower. Combat skills of course can be grinded infinitely, but it doesn't really make a big difference with how defenses work.

I personally have more LP than I know what to do with.



I don't totally agree with this. I do see your point though. However, take farming for example. If you grind the quality of one of the 3 stats, then the grind is roughly the same as the old worlds, with like 1/2 or less of the previous lp.
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Re: Rebalancing the curiosity system

Postby Lunarius_Haberdash » Mon Oct 12, 2015 10:42 am

molenga wrote:The main difference people that played legacy haven notice on the current game is probrably the curiosity system, due to how slow paced it is now when compared to w7.

This is mainly due to the removal of the personal belief system, withount the learning ability bonus from the full change and full peacefull personal beliefs and withount the tea buff to learning ability the amount of lp that we receive per curio is restricted only to the curios base lp that is determined by q.

Now, im not saying we should bring the personal belief system back, it caused far more problems then solutions, but maybe the current curiosity system is in need of some rebalancing, like increasing the base lp that each curio currently gives per q level and maybe introducing a new system akin to the learning ability system but less flawed? :)



The system is appropriately slow, the auto-swap system is fucked, and recovery from death almost as painful as it should be. (Hunger is a problem here)

I say this as someone who just died tonight with a Valhalla grade character.
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Re: Rebalancing the curiosity system

Postby burgingham » Mon Oct 12, 2015 11:13 am

RickyP602 wrote:
burgingham wrote:But what is decent LP? You describe decent in comparison to what you are used to. That is not a valid comparison.

The curent system gives you more than enough LP for what is actually needed. Crafting skills do not need to be pushed very high due to quality rising a lot slower. Combat skills of course can be grinded infinitely, but it doesn't really make a big difference with how defenses work.

I personally have more LP than I know what to do with.



I don't totally agree with this. I do see your point though. However, take farming for example. If you grind the quality of one of the 3 stats, then the grind is roughly the same as the old worlds, with like 1/2 or less of the previous lp.


But the one quality still doesn't rise as fast as it used to be the case. So that does not change my point.
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Re: Rebalancing the curiosity system

Postby RickyP602 » Mon Oct 12, 2015 11:26 am

burgingham wrote:
RickyP602 wrote:
burgingham wrote:But what is decent LP? You describe decent in comparison to what you are used to. That is not a valid comparison.

The curent system gives you more than enough LP for what is actually needed. Crafting skills do not need to be pushed very high due to quality rising a lot slower. Combat skills of course can be grinded infinitely, but it doesn't really make a big difference with how defenses work.

I personally have more LP than I know what to do with.



I don't totally agree with this. I do see your point though. However, take farming for example. If you grind the quality of one of the 3 stats, then the grind is roughly the same as the old worlds, with like 1/2 or less of the previous lp.


But the one quality still doesn't rise as fast as it used to be the case. So that does not change my point.


It doesn't? I'm almost positive we've gained 5 points from carrots?
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Re: Rebalancing the curiosity system

Postby burgingham » Mon Oct 12, 2015 12:16 pm

Farming might be an exception, yes. I don't think a single stat is a big problem though. Especially since farmed curios get better at the same rate.
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