Combat Caps

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

Re: Combat Caps

Postby Stinkfoot » Tue Apr 12, 2011 11:37 pm

Kaios wrote:Battles will hardly ever be based on skill and strategy, but rather an arms race to get the most players with the highest attack skills possible. The agility feature that was implemented awhile ago does help somewhat with this but it has very little effect when eventually you could be facing several players with 600 or more in melee or unarmed.


Kaios wrote:A large part of combat is already about strategy. Adding in this "soft-cap" just makes it more so about strategy and less about pumping one stat as much as you can so you don't need to worry about strategy, or skill, or whatever.


I think you were right the first time. Strategy sometimes matters, and it's important to understand battle strategy, but in practice it's almost always about the stats. Changing which stats are important, or how one raises the stats, doesn't change the fact that it's about the stats.

Kaios wrote:Major factions will be powerful regardless. Personally I think this would help to even the odds though.


I agree that major factions will still be powerful in any system, as well they ought, but I think this change does indeed concentrate power. In the current system, a lone player or small group can grind hard and become, individually at least, quite powerful. If it's all about equipment, then it's about which factions control the best nodes. If established factions already control q200 nodes, upstarts will never be able to beat them in a straight fight due to game mechanics ensuring the established factions perpetually have the best stats.
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Re: Combat Caps

Postby Kaios » Tue Apr 12, 2011 11:50 pm

Well I will admit that I have to agree with you about a faction controlling a node, but for a system like this to even be implemented obviously other changes would have to be put in place and new equipment added.

However in my view the sole purpose of a system like this would not be to inhibit anyone from grinding if they want to. Decent equipment quality shouldn't be and isn't massively hard to attain, but when you have a world where EVERYONE is eventually running around with 300, 400, 500 in a combat stat then things will just progressively get worse from that point on in terms of griefing.

I am hoping for a system that does exactly what has been done to something like farming now. Crop progression has been significantly slowed down, and those factions with better soil have a bit of an advantage in raising it, but no matter who has the best soil node, EVERYONE still has the ability to work hard and raise their crops eventually to a point where even they can match a major faction.

I hope you understand what I mean with my example. You can say how much you don't like this idea all you want, but no matter what the current system is terrible and is just a problem waiting to happen. Anyways that is the point of this topic, to discuss and offer up alternative idea's which I know you did do.
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Re: Combat Caps

Postby Stinkfoot » Wed Apr 13, 2011 12:33 am

I agree that the current system is bogus, but I don't think it's a good game development strategy to replace one shitty system with a new system that is still shitty, though perhaps to a lesser degree. You're right to say that uncapped combat stat growth is a problem, but capping combat stat growth to an easily monopolized resource just creates a whole new set of problems.

I do think what Jorbtar did with farming was cool, but I honestly don't see how that could translate into stuff like swords and armor. Farming works because a) crop quality is probabilistic and b) what crops yield is also what you need to produce the next generation of products. It would be easy enough to translate probabilistic quality into armors and the like, but unless we're able to build smelters out of metal bars I don't think we can translate "b."
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Re: Combat Caps

Postby Jackard » Wed Apr 13, 2011 12:35 am

novaalpha wrote:Anyone who knows a thing or two about combat system would agree with this.

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Re: Combat Caps

Postby Stinkfoot » Wed Apr 13, 2011 12:40 am

Jackard wrote:
novaalpha wrote:Anyone who knows a thing or two about combat system would agree with this.

Stinkfoot joined: Mon Jan 10, 2011


Ah yes, mod-trolling. This is actually my second account though; I've another account that I created probably June '10ish but don't use anymore.
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Re: Combat Caps

Postby Vigilance » Wed Apr 13, 2011 12:43 am

Stinkfoot wrote:
Jackard wrote:
novaalpha wrote:Anyone who knows a thing or two about combat system would agree with this.

Stinkfoot joined: Mon Jan 10, 2011


Ah yes, mod-trolling. This is actually my second account though; I've another account that I created probably June '10ish but don't use anymore.


i can vouch for this, how else did nao kill him in world 3? :)

i dont like the idea of limiting my stats depending on my gear... what if i prefer to wear leather armor because its stylish, or what if i can't raise the quality of my sword (or whatever) high enough to utilize my MC? not everyone q-grinds. :oops:
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Re: Combat Caps

Postby Kaios » Wed Apr 13, 2011 12:58 am

Stinkfoot wrote:I do think what Jorbtar did with farming was cool, but I honestly don't see how that could translate into stuff like swords and armor. Farming works because a) crop quality is probabilistic and b) what crops yield is also what you need to produce the next generation of products. It would be easy enough to translate probabilistic quality into armors and the like, but unless we're able to build smelters out of metal bars I don't think we can translate "b."


Kaios wrote:I hope you understand what I mean with my example.


You didn't understand what I was getting at :?

Vigilance wrote:what if i prefer to wear leather armor because its stylish,


Shutup!
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Re: Combat Caps

Postby Stinkfoot » Wed Apr 13, 2011 1:02 am

Kaios wrote:You didn't understand what I was getting at :?


Well, my fault then. What were you getting at?
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Re: Combat Caps

Postby Vigilance » Wed Apr 13, 2011 1:02 am

Kaios wrote:
Stinkfoot wrote:Shutup!

8-)
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Re: Combat Caps

Postby novaalpha » Wed Apr 13, 2011 1:48 am

Jackard wrote:
novaalpha wrote:Anyone who knows a thing or two about combat system would agree with this.

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what is this I don't even
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