Stats not permanent

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

Re: Stats not permanent

Postby Tamalak » Wed Jul 03, 2013 1:07 am

Okay I am a totally casual noob, have only 1 character, will never be a major player, but I am totally against this idea.

Part of the allure of this game is there ISN'T a cap like every other MMO out there. The sky is the limit.

The problem we're experiencing is that people are quickly getting insane stats e.g. palibashers.

That is not the fault of the limitless sky, because there are serious diminishing returns when it comes to stat gains. Every stat is both harder to get than the last one, and less effective (because of the "sqrt(everything)" system). So if Haven and Hearth had a SANE and BALANCED rate of progression, there would be no problem.

The fault lies in the fact that it is easy to bot/grind/exploit your way up at a rate that clearly isn't intended.

1. Remember the LP grinding before the curio system? Well hunger/FEPs can be ground just as hard. Devs need to implement something for food with a similar purpose as the curio system, to softcap how much hunger you can get in a certain time period. How about every hunger tick takes slightly more exertion than the last one, and every RL 24 hours that goes by makes hunger 10% faster.

2. Make botting illegal and nuke without warning cities that engage in it (to obscene and obvious extents). There will still be LOTS of botting but the effect will be mitigated.

3. Cheese. What the actual fuck?
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Re: Stats not permanent

Postby TeckXKnight » Wed Jul 03, 2013 3:23 am

Tamalak wrote:2. Make botting illegal and nuke without warning cities that engage in it (to obscene and obvious extents). There will still be LOTS of botting but the effect will be mitigated.

Easier said than done. Removing botting is something that mmos have always struggled with. Someone who can design a fun, bot-proof system would revolutionize the mmo industry.
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Re: Stats not permanent

Postby Tamalak » Wed Jul 03, 2013 6:19 am

TeckXKnight wrote:
Tamalak wrote:2. Make botting illegal and nuke without warning cities that engage in it (to obscene and obvious extents). There will still be LOTS of botting but the effect will be mitigated.

Easier said than done. Removing botting is something that mmos have always struggled with. Someone who can design a fun, bot-proof system would revolutionize the mmo industry.


Like I said. I'm not saying eliminate botting 100%. Just the cupboards-full-of-flotsam obvious craziness that 30 seconds of investigation will clear up easy.
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Re: Stats not permanent

Postby Patchouli_Knowledge » Wed Jul 03, 2013 6:38 am

It's also harder due to the fact that the developers have little interest in policing and more interest in developing and they don't see to be keen in having any game-moderators either. They will occasional leave boot prints on exploiters and definitely on those that disrupt the integrity of the server but they don't make a habit nor have any obligation to do so.n
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Re: Stats not permanent

Postby cloakblade » Wed Jul 03, 2013 4:12 pm

TeckXKnight wrote:You're asking for an overhaul to a system that works pretty darn well to a system that sounds really grindy for the sake of grind. When you leave for a week now, you're a week behind. In your theoretical system if you left for a week you'd be a week behind + you'd lose all of the temp stats you were building to do what you need to do. Unless you're cutting any benefit that temp stats could give to the average player -- then why would anyone ever use them? So now you've lost a ton of work without anyone else so much as poking your walls, you're going to have to rebuild it or trade away a lot of your valuables to get back to where you were, and you're also out a week. It's like being raided constantly and passively.


I was suggesting the stats decay at a regular rate regarless of login. Like every 8 hours you loose 1 stat from each stat over your cap. This means everyone over the cap is loosing stats at the same time so if you leave for a week you've lost the same amount of stats as everyone else and in fact since you didn't have to maintain the highest stat you are doing less work (they maintain 250 str for 7 days, you have to get 243...250 str by leaving).
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Re: Stats not permanent

Postby Patchouli_Knowledge » Wed Jul 03, 2013 5:09 pm

The reason why there is no decay on stat on most games (and not generally in the forum you suggested) is that you are basically spending time on character maintenance and most people do not like having to play only to retain their position, not to mention that if you go on vacation, you have a lot of catching up to do to return to where you are. Essentially it becomes a bit of a job without pay.

In comparison, before a majority implementation, most things decay outside regardless of being on claims or not. Imagine trying to repair a large village such as Sodom, Dis, or AD each day. It got to the point that people were quitting solely due to the fact that a good amount of their play time involved maintenance. Eventually loftar implemented the feature that causes most structures no longer decay while on a claim which was almost unanimously agreed that it was a good change.

If you take a look at No stat Atrophy Tv Tropes You will see that only exceptions are listed. Out of those exception, a part of the games removed this feature, some of them only decreased when another stat increased high enough to give a net gain (notable in raising sims such as Prince(ss) Maker series) and a few of those only do age reduction in relation to age. There is a reason why almost all games avoid stat atrophy over time.
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