Combat Caps

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

Re: Combat Caps

Postby Jackard » Wed Apr 13, 2011 8:29 pm

novaalpha wrote:
burgingham wrote:We don't need high investment characters in a permadeath enviroment like this.

This. /thread

been saying that forever...
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Re: Combat Caps

Postby pyrale » Wed Apr 13, 2011 9:09 pm

Potjeh wrote:It's called trade, or theft if you're so inclined. And if you don't want to interact with other players you shouldn't be playing an MMO. Anyway, what about people who join late into a world? They can *never* catch up with those that start on day 1 in the current system.

Trading is far from being enough to keep up, especially when you already have plenty of things to trade before combat gear (and when big village don't want so much to trade their good combat gear).
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Re: Combat Caps

Postby SpiderJerusalem » Wed Apr 13, 2011 9:18 pm

pyrale wrote:
Potjeh wrote:It's called trade, or theft if you're so inclined. And if you don't want to interact with other players you shouldn't be playing an MMO. Anyway, what about people who join late into a world? They can *never* catch up with those that start on day 1 in the current system.

Trading is far from being enough to keep up, especially when you already have plenty of things to trade before combat gear (and when big village don't want so much to trade their good combat gear).


few people who invest less time can't keep up with a lot of people who invest a lot if time.I don't see a problem
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Re: Combat Caps

Postby Stinkfoot » Wed Apr 13, 2011 9:56 pm

It would more likely be whoever controls the node is the best, regardless of time investment. Do the major factions need a new built-in structural mechanic to ensure they're always the best? I like the idea of upstart factions, or powerful rogue fighters. It makes the game fun individually, and dynamic in terms of power division. That can't happen if gear = combat skill though.
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Re: Combat Caps

Postby Jackard » Wed Apr 13, 2011 10:02 pm

youre living a dream. even upstarts need something, someone to back them
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Re: Combat Caps

Postby ItsFunToLose » Wed Apr 13, 2011 10:03 pm

Jackard wrote:Anyway, what about people who join late into a world? They can *never* catch up with those that start on day 1 in the current system.



This is simply false. You don't understand math. Sorry.

You may never be able to surpass someone, but the longer the game goes on, the smaller the UAC gap becomes between players who started at different times, until it eventually it becomes a non-factor.
I like to air dribble.
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Re: Combat Caps

Postby novaalpha » Wed Apr 13, 2011 10:14 pm

ItsFunToLose wrote:
Jackard wrote:Anyway, what about people who join late into a world? They can *never* catch up with those that start on day 1 in the current system.



This is simply false. You don't understand math. Sorry.

You may never be able to surpass someone, but the longer the game goes on, the smaller the UAC gap becomes between players who started at different times, until it eventually it becomes a non-factor.


For that to happen, worlds would have to last for years.

I can't tell if you're a retard or just trolling.
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Re: Combat Caps

Postby Kaios » Wed Apr 13, 2011 10:17 pm

ItsFunToLose wrote:
This is simply false. You don't understand math. Sorry.

You may never be able to surpass someone, but the longer the game goes on, the smaller the UAC gap becomes between players who started at different times, until it eventually it becomes a non-factor.


Yeah and then you have hundreds of players running around with 600 unarmed/melee killing everyone weaker than them and it becomes a situation where hermits are doomed and major factions have a more difficult time dealing with them.

ya you right.
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Re: Combat Caps

Postby Potjeh » Wed Apr 13, 2011 10:23 pm

ItsFunToLose wrote:
Jackard wrote:Anyway, what about people who join late into a world? They can *never* catch up with those that start on day 1 in the current system.



This is simply false. You don't understand math. Sorry.

You may never be able to surpass someone, but the longer the game goes on, the smaller the UAC gap becomes between players who started at different times, until it eventually it becomes a non-factor.

You don't really get the combat system, do you? Smaller difference in attack weight just prolongs the fight, the guy with the higher skill will always win if he knows what's he doing.
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Re: Combat Caps

Postby pyrale » Wed Apr 13, 2011 10:31 pm

SpiderJerusalem wrote:few people who invest less time can't keep up with a lot of people who invest a lot if time.I don't see a problem

Yeah as if large groups didn't already have everything atm.
ITT : powerful factions trying to get even more powerful.
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