'Belief' Slider:Metabolism

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

Re: 'Belief' Slider:Metabolism

Postby Jackard » Thu Mar 04, 2010 12:52 am

Chakravanti wrote:
Jackard wrote:i believe ive already made my views plain on this and im not much interested in repeating them for you

You haven't. I made a very specific inquiry that you haven't specified anywhere in this thread. That being, which side of the slider proposed is 'obviously' superior.

first page

obviously, anyone with a stockpile, an entire village funneling food into them is going to want the Fast metabolism. -20% FEP isnt going to slow them down. everyone else would have full Slow for the +20 and because its not a pain in the ass.

so how is that interesting?
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Re: 'Belief' Slider:Metabolism

Postby lithos » Thu Mar 04, 2010 1:30 am

Chakravanti wrote:Shits on nubs: Making them stay 'very hungry' to maximize the hunger gain and survivability, thus nerfing their ability to gain FEPs and character development.


I'd love to hear how this is different than a metabolism slider.

As a matter of fact by making it into a slider you're likely taking a bigger shit on newbies because of how long it would take to repair the damages.
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Re: 'Belief' Slider:Metabolism

Postby Chakravanti » Thu Mar 04, 2010 2:06 am

Jackard wrote:obviously, anyone with a stockpile, an entire village funneling food into them is going to want the Fast metabolism.

This might be best regulated by tweaking teh FEp value of foods themselves to adjust the cost of character development directly. Also, imho, if a village exerts that level of cooperation toward the mutual benefit of an individual I see no reason why such displays of teamwork are a bad thing.

-20% FEP isnt going to slow them down.

'%20' is an examplar value. Not an actualy proposition itself. As I said elsewhere, actual values can be tweaked for balance. As much as %50 for the far end of the slider might be required for balance.

everyone else would have full Slow for the +20 and because its not a pain in the ass.
so how is that interesting?

Again, a display of teamwork. The village is sacrificing itself own growth for the creation of a hero/villain. That sort of thing takes a lot of trust, teamwork and cooperation. I don't see why such things should be discouraged in the first place? Moreover there are inherent drawbacks to doing this. That one character can obviously only be in one place at a time and is naturally subject to the same laws of permadeath as everyone else. The critical factor here being that the village, in sacrificing their own development for this imba scenario leaves such consituant vulnerable to an attack by a village that has balanced their own development more evenly and have built somewhat less strong characters that can, cooperatively defeat such a hero and mercilessly slaughter the weak villagers of this scenario.

Yet another village might choose to develop two to three such heros of slightly less power for group benefits. But you see, I don't think this slider creates poor gameplay even in the scenarios your describe. Most of the rest of the hearthlands will find themselves somewhere in the middle because even mooner types need stat development.

I think the scenario you describe is a bit rarer than you might think because of the amount of trust, teamwork, sacrifice and inherent flaws required to use such a model.

lithos wrote:
Chakravanti wrote:Shits on nubs: Making them stay 'very hungry' to maximize the hunger gain and survivability, thus nerfing their ability to gain FEPs and character development.


I'd love to hear how this is different than a metabolism slider.

As a matter of fact by making it into a slider you're likely taking a bigger shit on newbies because of how long it would take to repair the damages.


On the contrary, the slider directly penalizes stat pushers by making the cost of their development rise according to their rates of their consumption. Where as having the FEP value adjusted by hunger level does nothing to deter their progression. As for newbies, their difficulty is betwixt hunger and crucial moments of development. Yours gives them a trade off that benefits pushers and hurts the development of those newbies who need it most by making them choose between hunger or FEPs.

Furthermore no one goes from newb to mass production overnight. Production rates are soemthing that grow incrementally as your character and your city or settlement develop in capacity for production. As such, you are able to slowly adjust toward a more rapid development in a time frame that matches your production development. I would highly doubt you would develop the capacity for mass production from nubdom in the 10-15 hours of game play it would take to adjust your slider toward a higher metabolism at full change.

Don't give me a trad argument because if you're nub playing at trad well...there is another slider that suffers much in the form Jackard detailed a few posts ago...but as it stands, you'de be a fucking idiot.

In fact, it is exactly trad that makes this slider so beautiful imho. Someone who plays full trad would not be able to sustain a high metabolism. It should give hunger so damn fast that a trad person couldn't even consider playing it for fear of death or need to take the several weeks of IRL time to switch before they could do any work using their pushed stats (e.g. raid, break walls, fight, etc.)
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Re: 'Belief' Slider:Metabolism

Postby Jackard » Thu Mar 04, 2010 3:30 am

if its so great why dont you marry it.
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Re: 'Belief' Slider:Metabolism

Postby Chakravanti » Thu Mar 04, 2010 3:47 am

oooo burn
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
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Re: 'Belief' Slider:Metabolism

Postby Fetdaniel » Thu Mar 04, 2010 12:25 pm

Jackard wrote:
Chakravanti wrote:
Jackard wrote:i believe ive already made my views plain on this and im not much interested in repeating them for you

You haven't. I made a very specific inquiry that you haven't specified anywhere in this thread. That being, which side of the slider proposed is 'obviously' superior.

first page

obviously, anyone with a stockpile, an entire village funneling food into them is going to want the Fast metabolism. -20% FEP isnt going to slow them down. everyone else would have full Slow for the +20 and because its not a pain in the ass.

so how is that interesting?


I don't see any problem with some people eating more, if you have bigger authority or importance in a community like a village, it's not unreasonable (although other ways are possible) to be gaining more for your time, after all it seems natural. And if a village is producing food for you, they probably earn from it too. Are you saying that you don't like that villages help people advance further and want more balance? Well I can't blame you for seeking balance but I think it seems very reasonable/natural and thats why people cooperate and compromise, it gives bigger returns. Or am I misunderstanding you? Or are you just critizisising chak since you don't think the fep decrease will work as he imagine?
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Re: 'Belief' Slider:Metabolism

Postby Fetdaniel » Thu Mar 04, 2010 12:32 pm

lithos wrote:
Chakravanti wrote:Shits on nubs: Making them stay 'very hungry' to maximize the hunger gain and survivability, thus nerfing their ability to gain FEPs and character development.


I'd love to hear how this is different than a metabolism slider.

As a matter of fact by making it into a slider you're likely taking a bigger shit on newbies because of how long it would take to repair the damages.


The main difference is that it makes people who likes to survive as newbs and cant handle a "higher difficulity" of survival progress slower. This hasn't to be the case with a slider, as I proposed that you only boost your current skills and you progress just as fast (with the exception that producing higher quality goods gives more lps).

And having the freedom to change this said metabolism means some will make a bad decision, but we shouldn't make any game behaviour work, there has to be selection. That is one of the things with games that are fun, you learn how to play them. If you want to play on the highest difficulity you will probably die alot as a newb, and frankly some people like losing. I like dwarf fortress, who is blaming fun?

In either way its a decision, not a forced mechanic, some would perhaps never touch the slider, Im pretty sure some don't touch the ones that are there now. There are many kinds of player, not everyone is trying to poweropt and macro there way to glory, but those who do and don't should both be rewarded with this game for its good mechanics.
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Re: 'Belief' Slider:Metabolism

Postby Chakravanti » Thu Mar 04, 2010 2:31 pm

What's funny is that no one has a clue where Jackard stands on stat pushing. For all he shits on this idea I haven't seen him propose one suggestion to balance consumption and hunger. And just suggesting that they balance it does not address the issue at hand. it only states that there is an issue.
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