Common Caps

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

Re: Common Caps

Postby MagicManICT » Tue Aug 30, 2011 4:50 am

Chakravanti wrote:Fuck you all. OP is right. :lol: I think so and I understand the math of this game. Infinate stats are not what make this game great. They are one good novelty of an incomplete system. I think I'd actually like to see something somewhere in between. Rather than an actual cap, create an extra scaling cost to purchasing new skills on top of the current cost based on total skill/attribute level. This way it is still theoretically infinite but makes the margin of difference for very high end characters closer. This keeps the value of a capless system and retains what I see of value in the op's suggestion.

Yes current game mechanics already favor alting hence my long buried suggestion about siege mechanics and warfare attrition and also why this mechanic is less about forcing people to alt than it is about adding a new dynamic of gameplay difficulty to high end character development.

Also I distinctly remember something about Loftar wanting to get around to letting us multibox from a common account.


Caps are the wrong way to solve any problem, in my opinion, unless the mechanics are designed around said caps. I'm not saying that implementing this is a bad idea, but it needs a lot more work than just skill/attribute capping. (Of course, this would more or less effectively cap item levels, too.) I do like the idea of increasing costs of going higher and higher in skills more. The question is how much to make it balance mathematically?
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Re: Common Caps

Postby Chakravanti » Tue Aug 30, 2011 6:41 am

Totaly level/(X+1/Y+2/Z+3/A+4/B+5/C...)

Where X is 1 and Y, Z and etc. are floating point values representing each skill's value relative to the highest.

Maybe some sqrting or whatever makes for a nice development curve but this creates a diversity forgiveness algorithm that gives the maximum benefit to the most diversely invested charcter.
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Re: Common Caps

Postby Jeebus » Wed Aug 31, 2011 5:03 am

AnnaC wrote:
vikingdragons wrote:This would mean that a player who wanted to be a jack-of-all-trades would be a master-of-none, as it should be, while hopefully providing enough points that even they cannot be a master, they can still do well.


I think this is bullshit because a jack of all trades character is a master of none by virtue that for the same time and energy spent, someone who specialized will always by nature be superior. Putting artificial caps in a game that already gives advantage to specialization through alts is a solution for nothing. Also I don't see what "balance" it would do either, as the only hearthlings it would affect are hermits; who by nature of survival have to dabble in most if not all skillsets of the hearthlands. The large villages, where the real power of the game lies, already have the ability and incentive to have multiple specialized hearthlings.

This is what keeps drawing me to H&H; the ability to not only specialize, but specialize ad nauseam to infinity. What caught my eye in the first place was the fact that someone insane enough could feast their way to 10,000 agility and port across the world with ease, or curio their way to 9001 sewing and make Nao the greatest pair of sacrificial pants ever.

What I'm saying is, the lack of caps is one of the major things that sets H&H apart in my books. This is balanced by needing a gazillion FEP's to level your 10 dex to 11, or add another point to your godly tailoring skills. The system works as is. I wouldn't change a thing. Now let's all agree to disagree, eat 20 bear bangers, and one-punch down some stone mansions with our bare fists, like we do in real life.
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Re: Common Caps

Postby Grable » Wed Aug 31, 2011 10:00 am

I would cap skills and stats and make items&crafting quality less capped by skills/stat values. This way the game would shift from character/quality grind to just quality grind and village development.
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Re: Common Caps

Postby MagicManICT » Thu Sep 01, 2011 3:26 am

I think the only skills that are at a real issue here are Armed Combat and Unarmed Combat. Exploration and Stealth have no real practical limits and going more than 100 points or so in these are usually considered a waste of LP (with the noted exception of Ranging and conversely attempting to hide scents). Any other skill is already effectively capped by the quality of materials the player is working with.
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Re: Common Caps

Postby Grable » Thu Sep 01, 2011 6:53 am

MagicManICT wrote:I think the only skills that are at a real issue here are Armed Combat and Unarmed Combat. Exploration and Stealth have no real practical limits and going more than 100 points or so in these are usually considered a waste of LP (with the noted exception of Ranging and conversely attempting to hide scents). Any other skill is already effectively capped by the quality of materials the player is working with.


I guess that's true. A cap to UA and Melee would be enough, if you think about it.
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Re: Common Caps

Postby bmjclark » Thu Sep 01, 2011 8:49 am

MagicManICT wrote:I think the only skills that are at a real issue here are Armed Combat and Unarmed Combat. Exploration and Stealth have no real practical limits and going more than 100 points or so in these are usually considered a waste of LP (with the noted exception of Ranging and conversely attempting to hide scents). Any other skill is already effectively capped by the quality of materials the player is working with.


You say that until u track a scent with a 283 delta.
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Re: Common Caps

Postby MagicManICT » Thu Sep 01, 2011 10:01 pm

bmjclark wrote:
MagicManICT wrote:I think the only skills that are at a real issue here are Armed Combat and Unarmed Combat. Exploration and Stealth have no real practical limits and going more than 100 points or so in these are usually considered a waste of LP (with the noted exception of Ranging and conversely attempting to hide scents). Any other skill is already effectively capped by the quality of materials the player is working with.


You say that until u track a scent with a 283 delta.


Maybe you missed this part:

MagicManICT wrote:with the noted exception of Ranging and conversely attempting to hide scents)
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Re: Common Caps

Postby Radenk » Thu Sep 01, 2011 10:20 pm

SacreDoom wrote:Even though I did not believe it at first, this LP system rocks.

I disagree. All this system does is promote alt armies which do not help the game in any way. One of the main premises of H&H is permadeath, also known as "lose everything when you die". You barely lose anything when dying right now since you can just boot up another alt and continue with your life as if nothing happened, which makes killing others pointless. This, combined with the deficient siege system makes war completely boring and just a waste of resources.
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Re: Common Caps

Postby dra6o0n » Fri Sep 02, 2011 5:48 pm

Radenk wrote:
SacreDoom wrote:Even though I did not believe it at first, this LP system rocks.

I disagree. All this system does is promote alt armies which do not help the game in any way. One of the main premises of H&H is permadeath, also known as "lose everything when you die". You barely lose anything when dying right now since you can just boot up another alt and continue with your life as if nothing happened, which makes killing others pointless. This, combined with the deficient siege system makes war completely boring and just a waste of resources.

Must I say, "Bots?".

Or at least something players are using to boost their characters to top levels within days.
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