Give Unarmed Combat and Melee Combat a cap..

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

Re: Give Unarmed Combat and Melee Combat a cap..

Postby SeanPan » Mon Feb 14, 2011 1:47 pm

Potjeh wrote:It's an MMO, it should be oriented towards socialising, otherwise you may as well make it single-player.


I do not disagree. I do not feel that my suggestions detract from that - in fact, they encourage further socializing, such as players banding up together for protection.

Further, I'm sure that there are always stories of hermits who have gone brooding in the mountains and return with fearsome skills - all which add to the thematic and social value of the game. It is my opinion that permitting that minor degree of freedom for Achievement/Killers will essentially benefit all parties involved.

It just feels like you're more than slightly, well, fanatical about this. Its not a zero-sum game of player balance, is it?
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Re: Give Unarmed Combat and Melee Combat a cap..

Postby Potjeh » Mon Feb 14, 2011 1:50 pm

Communities vs people with way too much time on their hands is a lot less interesting than communities vs communities, IMO.
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Re: Give Unarmed Combat and Melee Combat a cap..

Postby LimaZulu » Mon Feb 14, 2011 1:54 pm

Potjeh wrote:Communities vs people with way too much time on their hands is a lot less interesting than communities vs communities, IMO.


What about communities vs communities with way too much time on their hands? :D
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Re: Give Unarmed Combat and Melee Combat a cap..

Postby SeanPan » Mon Feb 14, 2011 1:54 pm

Just treat them as a natural hazard - like bears, but more dangerous ;) And like all other hazards, it will encourage a community to develop methods of handling them, hopefully, in a social method.

I think such variety add more color to the game.

But I also feel that our discussion has reached its natural end, and we're basically just talking to each other on a public thread. I'd welcome further conversation in a PM, and I thank you for your time in making your pov clear.
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Re: Give Unarmed Combat and Melee Combat a cap..

Postby barra » Mon Feb 14, 2011 1:56 pm

Pardon me for jumping in Potjeh.

SeanPan wrote:Not all Achievers are Social; in fact, although I am not certain about the chart, I believe that the specific Achievers we refer to, are Killers and thus on the opposite end of Socializers. They would be focused on singular advancement


Killing people is perfectly fine as a reward for the Killer archetype, but the reward comes with negative social consequences. Since this is an MMO negative social consequences should require positive social costs- what I mean is, a lone player can be killed by a lone Killer, but killing a social player (or a lot of social players) should require a social killer rather than a hermit grinding buckets and living alone in the forest for three weeks.

Right now solo grinding or macroing is much more rewarding when it comes to giving a combat advantage than working together in a village to raise all the quality requirements of good equipment. Want good players in the shortest time possible? Don't work on making hq steel, send them out into the forest macroing buckets up to 300 UA. I hate to say it but the old Thanes were a great counter to this kind of behavior.

Though I'm not sure the developers are interested in or have thought a lot about this aspect of game design.
loftar wrote:You do appear to need a good trolling.
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Re: Give Unarmed Combat and Melee Combat a cap..

Postby SeanPan » Mon Feb 14, 2011 1:59 pm

barra wrote:Right now solo grinding or macroing is much more rewarding when it comes to giving a combat advantage than working together in a village to raise all the quality requirements of good equipment. Want good players in the shortest time possible? Don't work on making hq steel, send them out into the forest macroing buckets up to 300 UA. I hate to say it but the old Thanes were a great counter to this kind of behavior.


That is completely wrong and I have agreed with that from the beginning of the post.

My point is that a Social player should be protected by being social - thus, the entire point of not moving alone. The fact that a social players and indeed, entire groups of them, with good equipment is being beaten up by natives with stone axes played by the equivalent of autistic monkeys on crack, should never happen.

EDIT: "stone axes" is too generous. They beat up Bears with their Bear hands.
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Re: Give Unarmed Combat and Melee Combat a cap..

Postby barra » Mon Feb 14, 2011 2:22 pm

SeanPan wrote:That is completely wrong and I have agreed with that from the beginning of the post.

My point is that a Social player should be protected by being social - thus, the entire point of not moving alone. The fact that a social players and indeed, entire groups of them, with good equipment is being beaten up by natives with stone axes played by the equivalent of autistic monkeys on crack, should never happen.


My point is is that quality gear (the social bit) as pvp advancement is a poor reward/time investment until combat skills become especially expensive. Artificial skill caps create a place where a Killer who wants to improve his character needs to invest in social activity with people who have non-combat and gear-quality focused skills instead of sologrinding harder.
loftar wrote:You do appear to need a good trolling.
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Re: Give Unarmed Combat and Melee Combat a cap..

Postby SeanPan » Mon Feb 14, 2011 2:25 pm

barra wrote:
My point is is that quality gear (the social bit) as pvp advancement is a poor reward/time investment until combat skills become especially expensive. Artificial skill caps create a place where a Killer who wants to improve his character needs to invest in social activity with people who have non-combat and gear-quality focused skills instead of sologrinding harder.


So would being killed by someone who happens to have a buddy with him, and it would be a language that a Killer would understand a lot better than "I can't upgrade further." Killers hate dying because they want to make others suffer; so this automatically makes them band up with others of like mind and inevitably, a kind of more social behavior.
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Re: Give Unarmed Combat and Melee Combat a cap..

Postby novaalpha » Mon Feb 14, 2011 2:55 pm

All skills should be capped, and gaining points in them should be only possible by using them.
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Re: Give Unarmed Combat and Melee Combat a cap..

Postby Potjeh » Mon Feb 14, 2011 2:57 pm

How do you gain stealth?
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