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 theTrav » Sun May 16, 2010 9:16 pm

Jackard wrote:
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.


I know, but WRT people creating new characters to instantly burn on combat, it's ever so slightly impacted with the cost for rage in there first (meaning they can do it maybe once per day instead of once per minute)

It's just a threshold before players can participate in one aspect of combat (starting it)
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Re: limit combat lvl (melee and ua)

Postby TroYy » Sun May 16, 2010 9:51 pm

kLauE wrote:[x] against limit combat lvl

sure me too :(
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Re: limit combat lvl (melee and ua)

Postby Killface » Mon May 17, 2010 3:49 am

springyb wrote:nonsense... THEN
Also, remove thanes.


this
thanes are a terrible feature. maybe not remove, but christ, nurf them hard
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Re: limit combat lvl (melee and ua)

Postby Skorm » Tue May 18, 2010 1:19 am

Killface wrote:
springyb wrote:nonsense... THEN
Also, remove thanes.


this
thanes are a terrible feature. maybe not remove, but christ, nurf them hard


or make em hard as the ***** hell to make, 5 pearls(low the pearl rate as well ) 5 nuggs o gold and 7 of silver woudl be a good start
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Re: limit combat lvl (melee and ua)

Postby DeadlyPencil » Tue May 18, 2010 5:57 am

i would be ok with a diminishing returns combat stat. so think of the diminishing returns with quality (10.40,90,160), and then apply that to combat. maybe need to pick a different curve though isntead othe sqrt(x/10) one for normal stuff.

so currently a person wtih 80 melee is double as effective as a person wtih 40 (i think). if u even used the currrent quality system. that person would isntead need 160 to be double the strength. not suggesting the same curve though, just using it as an example.

this would make it so if someone still wanted to go crazy they still could. but depending on the steapness of the curve, it would take alot of work to pull ahead of other people also leveling that stat.
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Re: limit combat lvl (melee and ua)

Postby Skorm » Wed May 19, 2010 11:13 pm

this is not mi point, the point is ,is limitless, wheater if it takes a long time or not, its limitless, so a dedicated player can preatty much hit the 600 str and become god, thats what i dont wanna see, this is a IRL based game, since when someone can just punch a brick wall and destroy it ?
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Re: limit combat lvl (melee and ua)

Postby Thijssnl » Wed May 19, 2010 11:14 pm

Skorm wrote:this is not mi point, the point is ,is limitless, wheater if it takes a long time or not, its limitless, so a dedicated player can preatty much hit the 600 str and become god, thats what i dont wanna see, this is a IRL based game, since when someone can just punch a brick wall and destroy it ?


Superman can, as probably can Chuck Norris.
Meh
Like this game is realism itsself.
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Re: limit combat lvl (melee and ua)

Postby ElGato » Fri May 21, 2010 5:51 am

Skorm wrote:the reality is, combat is a number, unless you got exactly the same gear and lvls then your enemy combat is more likely to own someone in 3 hits or less, as well as its limitless,this game goes for offence whit poor deff, a plate can save your life, but, for how long ?, there is a point were the best plate made will be owned along whit the owner of it by one fist of a player who just got UA and str, same for walls, you cant get anything better then brick, but you can get something better to won brick, again, there is a point were the deff is just useless, it will aply a rule, the first to hit wins the duel.

All users that have high combat skills have invested their limited time to play the game enough to get these skills.
So, why should there be a cap on any skill attribute?
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Re: limit combat lvl (melee and ua)

Postby DatOneGuy » Fri May 21, 2010 7:04 am

This cannot be fixed by limiting or changing numbers. A static number will never defeat a linearly accelerating number.

Hardcaps are pointless, and ruin the game for many people who enjoy that aspect.

And before you start complaining "Oh but those guys are griefers!", that's a way to play the game, don't attempt to invalidate their views on gaming to promote personal benefits.

Unless:
A)Defence gains a linear aspect to it in which it can actually grow
B)Offence becomes a static number - Clearly retarded

The problem will persist. You could raise brickwalls to 1,000 soak if you want, someone will pass it, it's always going to be a question of when, and you'll be safe beforehand glad that you put your faith in a high static number until someone passes it and then it's all about 'unbalanced!' all over again.

Capping str at any reasonable number won't do much. 200? Not enough to do much. 600? Sure you can one-man battering rams for brickwalls, and not many people will get there fast or at all if not trying hard, but it's a limit that you can rush to and then simply be 'secure' in a fight against others.

Yes 600 would be a nice number if it were any number, but you run into another problem at this point, people will stop being able to raise those skill values/stats sure... but then it just becomes a quality race in metal.

If you both have 600 str/300 melee (Let's say that's the cap for argument's sake), it'll simply come down to who has the higher quality gear as the guy with q100 on all of his gear versus the guy with q80 on all of his gear will win almost every time.

It won't become a matter of skill, there'll always be something to improve, and that's what this game is about, always being able to improve. There are some things you can't help unless you search hard enough and get EXTREMELY lucky (clay, water, soil), however they aren't hardcapped at all, and there's still a 'chance' of it happening.


Can someone FOR hardcaps point an actual way they think this would work WITHOUT simply deflecting the 'grind' onto something else, or capping everything to hell?
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Re: limit combat lvl (melee and ua)

Postby Skorm » Sat May 22, 2010 5:53 am

ElGato wrote:
Skorm wrote:the reality is, combat is a number, unless you got exactly the same gear and lvls then your enemy combat is more likely to own someone in 3 hits or less, as well as its limitless,this game goes for offence whit poor deff, a plate can save your life, but, for how long ?, there is a point were the best plate made will be owned along whit the owner of it by one fist of a player who just got UA and str, same for walls, you cant get anything better then brick, but you can get something better to won brick, again, there is a point were the deff is just useless, it will aply a rule, the first to hit wins the duel.

All users that have high combat skills have invested their limited time to play the game enough to get these skills.
So, why should there be a cap on any skill attribute?


i dont see how macroing is "investing limited time"
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