Regarding skills, attributes, and roles

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

Re: Regarding skills, attributes, and roles

Postby btaylor » Mon Feb 13, 2012 1:55 pm

kuroihagane wrote:Yea so i read the feedbacks, btaylor and burgingham bring up good points why my idea fails. Mainly players who do not want to specialize and the increase in alts. I was thinking more of specializing as a way to make people want to join villages and less hermiting, but well it has its faults.

As for the math aspect that was just a random example, i do like jorb's and loftar's way of increasing stats just i would want it to encompass all stats rather each individual stat, like say you raise exp from 1 > 2 and it takes 200 lp, then raise survival from 1 > 2 instead of it taking 200 lp it would take 300 lp and the next stat would take 400 lp. But because of the points btaylor and burgingham brought up, this idea would fail.


So i will do as btaylor says and not make a suggestion unless i thoroughly think it through.


Thanks for taking our critiques with a grain of salt. You wouldn't believe how many people rage when someone says "your idea is bad" so I respect you. Now then...

You can't force people to play a certain way. People don't become hermits because they can't join a village, they choose to. What your suggestion did was force people to basically either join a village or make a ton of alts to do what they normally would by themselves.

Also, your suggestion to make the skill cost cover EVERY skill instead of just by itself is forcing people to specialize as well. No. You shouldn't have to pay 41,000 LP to raise a skill to 2 when you have another at 40. It doesn't make any sense.
The unfed mind devours itself. - Gore Vidal
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Re: Regarding skills, attributes, and roles

Postby SacreDoom » Wed Feb 15, 2012 9:51 pm

123794003928538027489912422400 LP

That's what getting a skill to level 100 would require, (only payment for that single level, not counting in all the rest of the 98), if you used the old "formula" you suggested.

I do not see why you want this so badly anyway.
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Re: Regarding skills, attributes, and roles

Postby Squatthrust » Thu Feb 16, 2012 1:41 am

Image 123794003928538027489912422400 LP.
daaaaaaaamn!


As for the idea, character investment does need to be reworked to devalue the alt/bot thing. I'd like to see an end or a reworking of the change/peace and trad/martial sliders. That said, the OP's formula is not very good, but the issues behind it are there and should be addressed.
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Re: Regarding skills, attributes, and roles

Postby Potjeh » Thu Feb 16, 2012 1:33 pm

I really don't see why we need character specialization, all it does is encourage alts. Player specialization is where it's at. Sure, you may be able to do everything yourself, but it should be more efficient to have different people in group focus on different things. Which is what already happens in successful villages.
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Re: Regarding skills, attributes, and roles

Postby Sylwira » Fri Feb 17, 2012 7:02 pm

I think that ALTS SHOULD BE DISABLED or at least strongly restricted. Then specialization would make sense.

But now I'll give you some of my own thoughts and ideas about attributes. I guess it won't be changed anyway because it would require to many modifications, but I'd like to share my concept of how attributes should work.

I think that improving attributes is much to easy. An old hearthling shouldn't be physically much different from a newbie hearthling, the difference should be mostly in equipment and skills.

Gaining attributes from food could work similar but very, very slowly.
Various activities could also improve gaining attributes, for example doing manual labor (cutting trees, plowing, mining...) improves strength, traveling - agility, crafting - dexterity, hunting - perception etc.
Third method would be training, you could train your character even while being off-line (instead of sleeping), but you'd have to store food to do this. Training should improve only one attribute, but food used for it would influence how much you can gain and over what time.

The other - very important thing is that attributes should slowly decease over time spent on-line and during training, however they shouldn't decrease below basic amount of 10. So focusing on improving one or two skills, would affect other.
Getting next points should get harder, so at some point you'd need to eat good food and train not only to improve but to keep your attributes on certain level.

This would be much more like real life. People spending too much time in body building gym are often not very bright, and those who spend too much time in front of computer are usually physically week and so on.

Everything would have to be very well balanced and the way attributes affects crafting (no softcaping?) and other activities should be adjusted, I guess it's to much work to do this.
But anyway I think my system would be much more realistic and fair.
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Re: Regarding skills, attributes, and roles

Postby SacreDoom » Fri Feb 17, 2012 7:48 pm

Sylwira wrote:I
Various activities could also improve gaining attributes, for example doing manual labor (cutting trees, plowing, mining...) improves strength, traveling - agility, crafting - dexterity, hunting - perception etc.


The devs have already mentioned the dislike of this system, so it won't ever happen.

Sylwira wrote:This would be much more like real life. People spending too much time in body building gym are often not very bright, and those who spend too much time in front of computer are usually physically week and so on.


Stereotyping much?
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Re: Regarding skills, attributes, and roles

Postby Sylwira » Fri Feb 17, 2012 9:17 pm

SacreDoom wrote:
Sylwira wrote:I
Various activities could also improve gaining attributes, for example doing manual labor (cutting trees, plowing, mining...) improves strength, traveling - agility, crafting - dexterity, hunting - perception etc.


The devs have already mentioned the dislike of this system, so it won't ever happen.


I guess so, but wasn't it about skills not attributes?
Anyway it isn't the most important part of my concept.

SacreDoom wrote:
Sylwira wrote:This would be much more like real life. People spending too much time in body building gym are often not very bright, and those who spend too much time in front of computer are usually physically week and so on.


Stereotyping much?


I didn't say 'always' and I said 'too much'. You cant disagree that for example if you spend whole days in front of a computer (playing H&H) or reading books and don't move much you will loose strength... Of course you can share your time between different activities and it's probably the best solution, it would be in my concept of H&H as well.
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Re: Regarding skills, attributes, and roles

Postby kuroihagane » Sat Feb 18, 2012 8:34 am

Okay I know that the example i mention was crap in the math aspect and I know that as well, it was just an example so dont think too hard into it. It was more the general idea I wanted people to take in, which they did and as I mentioned they showed why my idea fails.

So I wonder about this, if the sliders do get removed can we maybe have more advance skills you can learn for a LP cost? like how to get murder you need to get pre requisite skills and use a decent amount a LP before you obtain it. So say for a farmer a skill to increase seeds you get, a skill to increase q by 1 more point, skill to increase chance to have a tree sprout, etc. Of course these skills should cost a lot to get like 200k LP for the extra seed and tree sprouting chance, but for the q increase make it like 500k. This way its kinda like specializing but if you go crazy you become a jack of all trades. Also since no sliders = slower LP gain it will take time to get all the advance skills. So critique this idea?
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Re: Regarding skills, attributes, and roles

Postby MagicManICT » Sat Feb 18, 2012 9:30 am

You're getting a bit closer to a solid idea. Just remember that a character with a developed village behind it can easily push half a million LP a day.

For what you're suggesting, I hate to even comment because it could already be something planned, it could be the complete opposite of what's planned. You're not likely to get Jorb or loftar either one commenting on this because trying to split your efforts on creative projects is hard enough when they're small, let alone world creating and games.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: Regarding skills, attributes, and roles

Postby Vihart » Sun Feb 19, 2012 9:30 am

I really don't see why we need character specialization, all it does is encourage alts.

The gameplay in this game suffers because people have shit loads of alts (personally i believe people should get perma-banned for using alts).
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