Changes on how foods effect stat gains

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

Changes on how foods effect stat gains

Postby CheezyMcnuggets » Thu Oct 12, 2023 7:35 pm

I think what takes gain a new stat from eating should be base on the average of your total stats instead of the highest stat you have. I hate how feels when its base on the highest stat you have. This is because makes me feel like am loosing out if I level up one stat too high. This all due fact it takes more and more effort to level your other stats base on your highest stat. If this was base on average of your stats then this would not be the case. There is another option that you could do to fix this. You could have a stat gain effect from eating food reduce by the by the same stat of that character. So higher the stat is the less you gain from food for that stat. Then you could have the total need to require to gain a new stat as a fix amount. Thus leveling the same stat over and over will be come harder but have no effect your other stats leveling speed.

Either of these changes would make this feel way better to me but think second option is better. If this was add I would no longer worry about trying balance my eating out of fear of losing out on stats.
CheezyMcnuggets
 
Posts: 4
Joined: Tue Jan 10, 2023 9:08 pm

Re: Changes on how foods effect stat gains

Postby noindyfikator » Thu Oct 12, 2023 7:45 pm

skill issue
User avatar
noindyfikator
 
Posts: 1452
Joined: Fri Jul 15, 2011 11:10 am

Re: Changes on how foods effect stat gains

Postby VDZ » Thu Oct 12, 2023 9:06 pm

CheezyMcnuggets wrote:There is another option that you could do to fix this. You could have a stat gain effect from eating food reduce by the by the same stat of that character. So higher the stat is the less you gain from food for that stat. Then you could have the total need to require to gain a new stat as a fix amount. Thus leveling the same stat over and over will be come harder but have no effect your other stats leveling speed.

I like this. Still promotes more equal stat growth (more efficiently than before even) by reducing growth for already high stats, but without the feelbad punishment for (accidentally) overleveling a specific stat.
User avatar
VDZ
 
Posts: 2681
Joined: Sun Jul 17, 2011 2:27 am

Re: Changes on how foods effect stat gains

Postby CheezyMcnuggets » Thu Oct 12, 2023 10:10 pm

I'd also like to mention. If you do it this way lets say your food has 2 str 1 dex. Your more likely get str but as you keep eating. You will eventual get dex because of diminishing returns on str. Thus your stats will be ratio similar to foods you eat.
I think this be vast improvement. Then people could aim for stat ratios they want by controlling what kind of foods they eat.
CheezyMcnuggets
 
Posts: 4
Joined: Tue Jan 10, 2023 9:08 pm

Re: Changes on how foods effect stat gains

Postby Dawidio123 » Thu Oct 12, 2023 10:21 pm

First suggestion is trash tier, you'd have to keep all the useless stats at 10 to lower the average, would be more annoying than now to get something like dex since it would mean you'd have a harder time to get more str.

Second suggestion is also seems kinda meh, since a lot of foods would be bad if you got ahead with one stat since the total would go down a lot. And it's better to fep on one food and get a 50/50 between two stats, instead of having to eat two to get like 90% of getting the lesser stat due to how hunger works. So a 50/50 food would become useless if you ate too much of one stat food.

Honestly just read all of the suggestions that have been talked about countless times, i think there was one where each stat has its own fep bar, so you eat str food it goes there, you eat con food it goes there. And the total fep req. amounts to the number of that stat. That would achieve the same thing you want but without as many issues.
Ingame: Shaki
      Image
      Image
JOIN THE OFFICIAL H&H DISCORD TODAY
User avatar
Dawidio123
 
Posts: 1247
Joined: Wed Aug 31, 2011 11:48 pm
Location: In your ear

Re: Changes on how foods effect stat gains

Postby Tamalak » Thu Oct 12, 2023 10:47 pm

I've always disliked the "highest stat cripples you" system but like the guy before me said, every other system that looks good on paper is actually worse.

I think the intention of the current system is this: more specialized characters (fewer high stats) should be stronger in those stats than a character who levels every stat. Let's say a fighter character is STR/AGI/CON.

If you give each stat its own FEP bar with its own leveling curve, you defeat that because just incidental amounts of misc stats will give a strong STR/AGI/CON fighter also high stats in everything else.

If you make it based on the average, you cause extreme frustration when leveling a stat you don't want (people complain bitterly about getting trash stats now even though they DON'T hurt the curve at all!)

The system we have now rewards specialization without making it "too easy" to gain off-specialty stats nor "too punishing" if you accidentally do.
Tamalak
 
Posts: 879
Joined: Sun Feb 20, 2011 12:31 am

Re: Changes on how foods effect stat gains

Postby CheezyMcnuggets » Fri Oct 13, 2023 2:32 am

I think having it as average is better then having it base off the highest stat.
1. because its average you wont be cripple by one stat, all stats gains will be equal in effort to gain
2. this would allow people to specialize more, because all points are equal in fed required
3. leveling curve wont be that bad if you want to be jack of trades because its an average
4. it will remove the stress on players that are trying to raise all other stats before gaining one in their highest stat, basically it removes fomo from stats (fear of missing out)
that may not seem like big deal but making game feel better will cause players to stay longer, I like see more players stay longer in the game after world wipes
I think just removing the fomo from stats would be worth the change alone
CheezyMcnuggets
 
Posts: 4
Joined: Tue Jan 10, 2023 9:08 pm

Re: Changes on how foods effect stat gains

Postby Audiosmurf » Fri Oct 13, 2023 2:39 am

FEPs are fine my brother, just make the effort to eat more optimally or accept being speciated as intended into a guy with high perc or high con or whatever
jorb wrote:Audiosmurf isis a fantastic poster/genius and his meatintellect is huge

NORMALIZE IT
banok wrote:i've been playing hnh thru 10 years of involuntary celibacy and I always build my palisade in 5 minutes so if a new player cant figure it out straight away they can get fucked and chug bleach
User avatar
Audiosmurf
 
Posts: 2382
Joined: Fri Jul 02, 2010 9:00 pm
Location: Ice Hell

Re: Changes on how foods effect stat gains

Postby Dawidio123 » Fri Oct 13, 2023 2:49 am

CheezyMcnuggets wrote:I think having it as average is better then having it base off the highest stat.
1. because its average you wont be cripple by one stat, all stats gains will be equal in effort to gain
2. this would allow people to specialize more, because all points are equal in fed required
3. leveling curve wont be that bad if you want to be jack of trades because its an average
4. it will remove the stress on players that are trying to raise all other stats before gaining one in their highest stat, basically it removes fomo from stats (fear of missing out)
that may not seem like big deal but making game feel better will cause players to stay longer, I like see more players stay longer in the game after world wipes
I think just removing the fomo from stats would be worth the change alone


1. You won't be crippled by one stat, you will be crippled by every other stat you don't want (so like more than half of them in most cases)
2. I agree that it would be easier to fep if you just keep all the useless stats at 10 to lower the average, but, every stat other than the one you want is not only waste of hunger but also of fep average. This will make it so you can actually brick a character since someone with all useless stats at 10 will be able to get way more str (for example) compared to someone with all those stats at 50-100 (easily done due to early food being crappy and all over the place).
3. It will be overall easier to fep (total fep will always be lower than now unless you get all stats to be equal) so it will be easier to be jack of all trades i guess, but they'd get fucked the most by it too.
4. The thing is, this system of yours doesn't really help, like yeah compared to this one it might seem like a great idea since it'll be easier to fep overall. But, you are making it so it's so much harder to stay optimized, you can usually catch up on stats now (like unless you are at like 800s+ you can probably just get some good food for any stat you want and just get that stat). In your system, if someone fucks up early game and gets bad stats his character is fucked. Like you will never catch up to someone who kept all his stats low except the 2-3 he cares about, because he has all those stats lowering the average.

Also, players leave because the game is a grindy piece of shit after you get through all the cool progression and having a second job in haven is not worth people's time due to devs not wanting to remove (or being aware of) the slog that some mechanics are.

viewtopic.php?f=48&t=73262&p=911169 This system, might probably need some adjustments, nevertheless it solves all the issues you seem to be having and doesn't cause the feast system to be an optimization nightmare, there are also many other suggestions that i won't bother to find. Just look through the forums.

AudioSmurf wrote:Feps are fine

Hard disagree brother, feps are in real need of being reworked just not in this way.
Ingame: Shaki
      Image
      Image
JOIN THE OFFICIAL H&H DISCORD TODAY
User avatar
Dawidio123
 
Posts: 1247
Joined: Wed Aug 31, 2011 11:48 pm
Location: In your ear


Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot], Dotbot [Bot] and 2 guests