Separate LP for crafting and combat skills

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

Re: Separate LP for crafting and combat skills

Postby Zyean » Fri May 06, 2022 3:00 pm

This was an issue in divinity 1 and they solved it by having seperate skill points for combat and social skills im the sdlecond one and it was pretty universally liked, I see 0 reason not to implement something like this unless its desireable for the devs to have a ton of characters, the way people want to play the game is very different than how the vision of having a village with all these specialized people actually is
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Re: Separate LP for crafting and combat skills

Postby Sevenless » Fri May 06, 2022 5:15 pm

I would be up for experimenting with it to see how everyone likes it.
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Re: Separate LP for crafting and combat skills

Postby Vert » Sun May 08, 2022 10:26 am

sounds interesting
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Re: Separate LP for crafting and combat skills

Postby wonder-ass » Sat Jul 30, 2022 2:24 pm

bump this would be so fucking nice i don't want to use alts.
see homo sexuality trending,. do not do that.
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Re: Separate LP for crafting and combat skills

Postby The_Lich_King » Sun Jul 31, 2022 6:35 am

+1 anything that fights the altwars is a bonus
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Re: Separate LP for crafting and combat skills

Postby Lojka » Thu Aug 11, 2022 3:46 pm

more complex idea:

just add combat moves that use different skills

for example:
we still have MC, and parry Maneuver for defence

and if someone is skilled Cook, he can use frypan as weapon, and some Maneuver like "Garlic stance" that will have block weight "Cooking·90%·μ"
so this was even if you don't have 100 UA, but only 100 cooking, you can fight, but still worse than "fighter"

and this way most hermits will just use some of this "crafting battle maneuvers"
and top fighers will still max out UA as they whant
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Re: Separate LP for crafting and combat skills

Postby terechgracz » Thu Aug 11, 2022 3:53 pm

wtf Lojka do you really think that cook can defend himself against trained fighter?
And don't leave base if you're crafter, why you would you even want to do that?
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Re: Separate LP for crafting and combat skills

Postby Sevenless » Thu Aug 11, 2022 4:41 pm

Lojka wrote:more complex idea:

just add combat moves that use different skills

for example:
we still have MC, and parry Maneuver for defence

and if someone is skilled Cook, he can use frypan as weapon, and some Maneuver like "Garlic stance" that will have block weight "Cooking·90%·μ"
so this was even if you don't have 100 UA, but only 100 cooking, you can fight, but still worse than "fighter"

and this way most hermits will just use some of this "crafting battle maneuvers"
and top fighers will still max out UA as they whant


Hey uh, Lojka. Whatcha got in the pipe buddy?
Lucky: haven is so quirky
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Re: Separate LP for crafting and combat skills

Postby Lojka » Thu Aug 11, 2022 5:47 pm

terechgracz wrote:wtf Lojka do you really think that cook can defend himself against trained fighter?
And don't leave base if you're crafter, why you would you even want to do that?

first of all that's feature for sprusecaps, you get your farming to 60 and can beat at least ant (your maneuver will be less effective than combat move, but still something)

second - that is realism

you think peasants didn't defend themselfs with pitchforks, wood-axes or pickaxes ?
they could fight with their tools, it was just not as effective as fighter could

but at least something
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Re: Separate LP for crafting and combat skills

Postby terechgracz » Sat Aug 13, 2022 11:45 am

I think separate LP isn't good addition. I think we could buff crafter alts for combat with something like this. Make new stat called PowerLevel, or just Level. It would be just mean for every stat you have. So when you raise only combat stats this PowerLevel won't be as big. And we could have different buffs for combat based on PowerLevel - basically adding this PowerLevel for overall weight calculations. So If you have 100 UAC but your PowerLevel is 150 because you're crafter then your effective UAC for calculating weights would be 250. We could have something like this for Attributes too. This is crude idea but you get the point. If your character is well developed then you will be buffed a little. It should be tweaked in such way that raising only combat stats would be still better for fighting than creating "well developed character" because we don't want to make it necessary for warriors to raise farming etc..
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