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 Elirian » Sat May 15, 2010 4:51 am

If you want to increase the DR on combat skills, change the LP cost from (newskilllvl*100) to (newskilllvl^2). Easier to get to 100, harder after that. 300 melee would cost 90,000 LPs instead of 30,000.

I'm pretty sure they don't want to reduce the effects of specialization like that though.
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Re: limit combat lvl (melee and ua)

Postby springyb » Sat May 15, 2010 11:48 am

theTrav wrote:Soft cap in the form of diminishing returns already exist, both in LP cost to raise skills and FEP cost to raise stats. They are not effective, they just reward the grinders by discouraging most people from participating.


Yeah I agree, but people putting in more effort deserve to get better results. Adding a decrease in skill benefit after a certain amount would offer much less of an advantage. Hypothetical numbers here but say after 200 combat skill value, each skill gives less of a bonus to combat. Maybe 1/4 or something, so a person with 300 combat skill would only have an effective skill of 225. After 300 it could drop again and so on.

They'd have the option of pushing their skill level, but not really having a huge advantage. IE 1v1 the advantage should be enough to win but in a 1 vs a village or group vs group, it wouldn't make a huge difference.

A hardcap would only remove the "warrior" caste because once you hit that combat cap, you'd just level another skill to an even higher skill value eventually. People who were dedicated could have an entire village of people doing whatever jobs while also secretly being a ninja warrior. That doesn't too appealing.
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Re: limit combat lvl (melee and ua)

Postby Brickbreaker » Sat May 15, 2010 2:01 pm

Jackard wrote:remove combat skill values
lessen/remove the impact attributes have on combat


make this shit more challenging and less of a grind so everyone can participate


I like the emphasis on skill over stats greatly too. But what would this mean for the older characters?
Would a freshly made farmer be able to take on an older player by just putting on a bit of armour?
Also won't that mean there isn't a need to specialize in warriors?
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Re: limit combat lvl (melee and ua)

Postby Thijssnl » Sat May 15, 2010 2:09 pm

Jackard wrote:remove combat skill values
lessen/remove the impact attributes have on combat


make this shit more challenging and less of a grind so everyone can participate


Amen.
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Re: limit combat lvl (melee and ua)

Postby Jackard » Sat May 15, 2010 5:49 pm

Brickbreaker wrote:I like the emphasis on skill over stats greatly too. Would a freshly made farmer be able to take on an older player by just putting on a bit of armour? Also won't that mean there isn't a need to specialize in warriors?

Correct. And that is exactly how it should be Image

fuck the warrior caste

But what would this mean for the older characters?

refund of LP, although might be a bit pointless since devs have been working on LP replacement for last month or so
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Re: limit combat lvl (melee and ua)

Postby Lawbro » Sat May 15, 2010 9:56 pm

I've got to agree, for the most part, with the people against a hard cap.

There is a certain appeal to a game where the sky is the limit, one much stronger than a game that flattens out at some point. When there is no limit, I feel that the game is more centered on the journey rather than the destination. Not only this, but the lack of a cap gives the game a certain feel of originality. It's something you don't find anywhere else.

But with an issue like sieges, a cap may be necessary. Why not just make it completely dependent on siege equipment, which would do a fixed amount of damage to walls? There could be a skill value requirement for str con and dex to use it in the first place(as to keep people from running around sieging everything with alt characters), but after that, making them completely independent of skill values.

As far as defense in general, why not have a buff for fighting on your own claim and terrain, and several upgrades/buffs to anything within the village claim purchasable with LP or a system like those ancestral offerings?
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Re: limit combat lvl (melee and ua)

Postby DatOneGuy » Sun May 16, 2010 2:28 am

Lawbro wrote:I've got to agree, for the most part, with the people against a hard cap.

There is a certain appeal to a game where the sky is the limit, one much stronger than a game that flattens out at some point. When there is no limit, I feel that the game is more centered on the journey rather than the destination. Not only this, but the lack of a cap gives the game a certain feel of originality. It's something you don't find anywhere else.

But with an issue like sieges, a cap may be necessary. Why not just make it completely dependent on siege equipment, which would do a fixed amount of damage to walls? There could be a skill value requirement for str con and dex to use it in the first place(as to keep people from running around sieging everything with alt characters), but after that, making them completely independent of skill values.

As far as defense in general, why not have a buff for fighting on your own claim and terrain, and several upgrades/buffs to anything within the village claim purchasable with LP or a system like those ancestral offerings?

I'd love to see something like you suggested, especially a way of buffing your area and you within it with certain LP/numen. However further discussion would be best in it's own thread most likely.
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Re: limit combat lvl (melee and ua)

Postby Skorm » Sun May 16, 2010 3:41 am

Lawbro wrote:I've got to agree, for the most part, with the people against a hard cap.

There is a certain appeal to a game where the sky is the limit, one much stronger than a game that flattens out at some point. When there is no limit, I feel that the game is more centered on the journey rather than the destination. Not only this, but the lack of a cap gives the game a certain feel of originality. It's something you don't find anywhere else.


"-hello bob, what are you doing.
-playing H&H
-oh, it seems nice
-yeah its preatty original, oh WTH
- I Think you just got fucked........."

so, yeah, dont change anything cause it is original, can we have fliying turtles whit automatic banana laser guns as well ?
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Re: limit combat lvl (melee and ua)

Postby theTrav » Sun May 16, 2010 11:30 am

Jackard wrote:
Brickbreaker wrote:I like the emphasis on skill over stats greatly too. Would a freshly made farmer be able to take on an older player by just putting on a bit of armour? Also won't that mean there isn't a need to specialize in warriors?

Correct. And that is exactly how it should be Image


I'm not against keeping the dark arts in as barriers of some kind (rage, murder), that way it would take a while before new players could start shit themselves. Once shit is started though I don't think it is bad for them to be able to defend themselves, advantage goes to he with the best gear and the most skill
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Re: limit combat lvl (melee and ua)

Postby Jackard » Sun May 16, 2010 11:43 am

theTrav wrote:I'm not against keeping the dark arts in as barriers of some kind (rage, murder), that way it would take a while before new players could start shit themselves. Once shit is started though I don't think it is bad for them to be able to defend themselves, advantage goes to he with the best gear and the most skill

this discussion does not concern the actual skills, we are speaking of skill values and attributes.
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