limit combat lvl (melee and ua)

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

Re: limit combat lvl (melee and ua)

Postby kLauE » Fri May 14, 2010 11:03 pm

[x] against limit combat lvl
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Re: limit combat lvl (melee and ua)

Postby DatOneGuy » Fri May 14, 2010 11:05 pm

What I mean is, let's say that currently one decay hit on a 'palisade' takes away 10 HP from the palisade, increasing this to let's say 100 HP, and the total HP to around 25,000 (as opposed to current 2,500).

Keep the damage done the same, increase the soak and ram damage, all soak damages and ram damages should be increased by at least 20. Ram 20, Palisade soak 40->60+, Brickwall soak 80->150+.

This would require a lot more STR to do so alone but would mean that with a group it wouldn't be too hard, and it would also mean that while decay still takes a good toll and the upkeep is needed, it's a lot harder to actually break one.


Mutiplying current total HP and decay hits that gates/houses take allows for the current system to stay in place but to make attacking(raiding) a bit harder. Rams should pretty much be eonugh where the only way you're operating it ALONE and getting past a palisade/brickwal is if you're CRAZY strong, I'm talking 800+~1000+ str.

It should be pretty much required for something reasonable like 4x 200str characters +ram be able to do it rather than this way with 1 300str charaacter.


tl;dr - Rams should become more 'necessary' for taking down walls, this solves some of the problem with structural damage being done.


In most games with a sandbox element, a finished character does not mean the game is finished, it means your character is done raising his skills and is ready to do whatever you have built him for to the best of his abilities. The "endgame" in a sandbox game is just the game itself, where hopefully you have developed a well built character that can achieve whatever it is you want to do.

Having limitless character capability sounds like a ridiculous design notion to me, again I don not understand the game too well yet, but it seems pretty common sense.

You do all of this while raising your character so taht you're having fun along the way. :P

What's so ridiculous about it anyway?
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Re: limit combat lvl (melee and ua)

Postby Brickbreaker » Fri May 14, 2010 11:14 pm

Problem with that idea Datoneguy is that the devs will simply be making walls as strong as the strongest players ingame.
Newbies raid too you know!
Anyways the devs shouldn't have to continually update the damage/soak/HP or whatever of defenses every now and again, thats just silly.

As for you Klaue i'd be against caps too if I was at the top of the food chain
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Re: limit combat lvl (melee and ua)

Postby theTrav » Fri May 14, 2010 11:16 pm

I'm usually against caps but in this case it would be almost as good as removing skill values completely... maybe cap it at 1?
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Re: limit combat lvl (melee and ua)

Postby SleazyMelvin » Fri May 14, 2010 11:16 pm

What's so ridiculous about it anyway?


Well for starters, eventually you will have a bunch of godmode characters walking around the map, who will be even more lightyears ahead of the newbs. Of course always those who have been playing longer will be much more powerful (in any game) and that's how it should be. However it seems there needs to be a ceiling on this otherwise the balance is completely thrown off.

Obviously I am not a game designer, but the notion that you can have infinite progression in a sandbox game and maintain any sense of balanced play is pretty out there in my book, i'd wager if you look at games with unlimited progression (i can only murkily call a few to mind anyway...wasn't AC1 like this) they turned out to be unsuccessful partially due to this mechanic.
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Re: limit combat lvl (melee and ua)

Postby Brickbreaker » Fri May 14, 2010 11:27 pm

theTrav wrote:I'm usually against caps but in this case it would be almost as good as removing skill values completely... maybe cap it at 1?

Are skill values the actual numbers that determine your effectiveness in that skill?
So are you proposing that combat should be based purely on skill?
If so won't that mean that pure noobs and quick alts can be fitted armour and be ready to take on a player whom has been playing for a long time?
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Re: limit combat lvl (melee and ua)

Postby joojoo1975 » Fri May 14, 2010 11:29 pm

what i propose, is dont limit the skills but give us a defence skill, a skill that buffs/increases our lil blue line on the combat icon

i mean u can have it tied into an attribute, but just make that skill total a defence stat. i mean i could have 200 UA for what i wanna fight animals and do PVE, and have 500 Defence which basically makes anybody with either ua or melee @ 400 totally harmless to me.


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Re: limit combat lvl (melee and ua)

Postby DatOneGuy » Fri May 14, 2010 11:44 pm

SleazyMelvin wrote:
What's so ridiculous about it anyway?


Well for starters, eventually you will have a bunch of godmode characters walking around the map, who will be even more lightyears ahead of the newbs. Of course always those who have been playing longer will be much more powerful (in any game) and that's how it should be. However it seems there needs to be a ceiling on this otherwise the balance is completely thrown off.

Obviously I am not a game designer, but the notion that you can have infinite progression in a sandbox game and maintain any sense of balanced play is pretty out there in my book, i'd wager if you look at games with unlimited progression (i can only murkily call a few to mind anyway...wasn't AC1 like this) they turned out to be unsuccessful partially due to this mechanic.

You'll have this either way.

The only way to counter it is better defence, on characters this is easily countered by a defensive skill value/stat.

On walls/objects however, how do you propose a fix?
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Re: limit combat lvl (melee and ua)

Postby SleazyMelvin » Fri May 14, 2010 11:56 pm

DatOneGuy wrote:
SleazyMelvin wrote:
What's so ridiculous about it anyway?


Well for starters, eventually you will have a bunch of godmode characters walking around the map, who will be even more lightyears ahead of the newbs. Of course always those who have been playing longer will be much more powerful (in any game) and that's how it should be. However it seems there needs to be a ceiling on this otherwise the balance is completely thrown off.

Obviously I am not a game designer, but the notion that you can have infinite progression in a sandbox game and maintain any sense of balanced play is pretty out there in my book, i'd wager if you look at games with unlimited progression (i can only murkily call a few to mind anyway...wasn't AC1 like this) they turned out to be unsuccessful partially due to this mechanic.

You'll have this either way.

The only way to counter it is better defence, on characters this is easily countered by a defensive skill value/stat.

On walls/objects however, how do you propose a fix?


I don't know enough about the game to have a valid opinion on that, I just wanted to put my two cents in regarding unlimited character capabilities, which strikes me as more a common sense thing than anything game-specific.
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Re: limit combat lvl (melee and ua)

Postby theTrav » Fri May 14, 2010 11:57 pm

joojoo1975 wrote:what i propose, is dont limit the skills but give us a defence skill, a skill that buffs/increases our lil blue line on the combat icon

i mean u can have it tied into an attribute, but just make that skill total a defence stat. i mean i could have 200 UA for what i wanna fight animals and do PVE, and have 500 Defence which basically makes anybody with either ua or melee @ 400 totally harmless to me.


my 0.02$


oh great, even more invincibility, that's EXACTLY what we need :roll:
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