First of all. Thank you both for your valuable contributions to my thread. I appreciate you taking the time to carefully read and consider the proposal and make an intelligent reply. This is, after all, no small suggestion.
@PotjehPotjeh wrote:I can claim with equal credibility that you can't have a balanced sandbox game that encourages PVP. It makes raider play style superior to all others, especially if everything relies on items like you suggest. Due to overabundance of raiders, being a producer is a losing prospect, so nobody wants to do it and as a consequence you get a complete collapse of the economy.
WIthout PvP a sandbox isn't a sandbox anymore. It's within the definition of the game. Even Jorb has said as much elsewhere.
Now, I don't see how why what you predict for my proposal has not already come to pass. Perhaps because you have not been involved in PvP you haven't seen this.
When in fact what I propose will actually encourage people to play
either style because without productive peasant characters Raiders will kill each other off. Raiding will stop until someone starts producing again. PvP characters are dependent on peasant characters for production and character development. Likewise, peasants are dependent on PvP characters for defense.
As it stands, Barbie doesn't need any character development. He's nigh invincible so he receives no combat attrition. Increasing PvP will Increase attrition and thus increase the need for peasant types to start making food for character development.
Potjeh wrote:Well, I was more demonstrating how easy it is to pull stuff out of one's ass than making a serious argument. But now that you mention it, there do need to be better defences for one's property. And it needs to come as a part of any combat rebalance package, as it's an integral part of it. More specifically, overcoming defences must always be more expensive than making them, because the would-be raider also gets loot on success whereas the defender doesn't get anything on success.
I am not pulling this out of my ass. This is based on my experience in real sandbox games. Their successes at creating enjoyable farming & PvP environments and their major failings at poorly implemented attempts to fix balance issues. It is also based on my experience with RTS & TB strategy & diplomacy games.
Also,
This is a must.
@DeadlyPencilDeadlyPencil wrote:warri... actually quality items would be worth more than than ever with my suggestion as they are the only thing that affect damage. So lets say you had 200 dex and you made a 200 quality item, the item is still quality 200, however on that newbie character, who can only make quality 10 items, it might be equivalant to quality 30 because its being reduced, every stat increase he gets, he would be able to use it better until he can use it as a quality 200 item. In this game quality constantly cascades and affects what it touches. well just cascade it one more time based on the persons stats using it, and you can no longer give a newbie a good bow and have him kill people.
Both true and false. As you will see when I counter your second point all that will need to be done to allow this newbie to use a bow is feed him enough of the proper stat. You could theoretically create this character and have him deployable within a few hours.
However To do so would represent that charecter consuming the resources produced by a week-or-so's worth of work. The guy wielding a bow now needs to be fed dex instead of training marksman. Quality is still a factor but rather, the aim here is to make all classes as easy to develop as the current bow murder alt. The bow murder alt would just have a different place on the combat field (behind tanks) because of this.
everyone does the same base damage (5 damage for example),
This is NOT true. Credos will allow a charecter to focus into becoming a certain 'class' of character. DPS will still be dependant on STR, or another stat (Dex for Dagger, bows, AGI for swords, etc.) and a character's Credo will determine how easy or difficult it is to feed that character an appropriate amount of food to gain the stats that most benefit his class.
however now everything will be dependant on resource aquisition, so now items will be the determining factor.
This is partly true, resources will be important but so will properly developing a diverse set of characters. Thus production of food will become even more important than it is now.
iam hoping they change it so you cant have 10x the hp as someone else so almost everyone would have the same hp, an increase in damage from a person having a quality 40 sword vs a quality 160 would be quite alot.
I am not proposing a change to the Quality development system. It works fine. HP would be dependent on con and, what perhaps should be a to much lesser extant than it currently is, STR. But as I mentioned, double softcapping would effectively mean that even tank types (Heavy armor, high con) would have a 'max MHP range.'
The point of that suggestion was so that people with essentially the same quality would be equal.
No. The point is to make charecter development less difficult so that permadeth is not a crippling aversion to PvP, but rather something that doesn't just let you 'summon and be back to the bane in less than a minute' to quote someone in a debate on evacing in SB.
combat is based on combat skill selection and their skill as a player along with team coordination.
This. Especially the latter. It is about effective developing a diverse set of credos that can work together on the battlefield to thwart invaders/invade.
if you want to get rid of grind, you have to have characters essentially equal. if they are not equal ,then you will have to "grind" to catch up to other people. By doing this method, the "grind" will be high quality item/food aquisition.
The grind is about production of resources (Which include food btw). This suggestion has no direct impact on how much damage a character does beyond double softcapping FEP development. It DOES mean that no one becomes such an unarmed ninja in Heavy armor that no one can hit them by simply investing months of grind.