Common Caps

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

Common Caps

Postby vikingdragons » Sun Aug 28, 2011 11:27 pm

I have an idea on Attribute and Skill Value Caps that I believe would help somewhat with balance.

Having a Common Cap means the sum of all the values cannot exceed the cap. So if you have a Common Cap on Attributes, then the sum of all your Attributes can only go as high as that Cap. Same applies for Skill Values.

The Common Caps would have to be large enough to get 100 in at least two or three Attributes and 200 in three or at least four Skill Values, plus extra in other areas.

This would mean that a player who wanted to be a jack-of-all-trades would be a master-of-none, as it should be, while hopefully providing enough points that even they cannot be a master, they can still do well.
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Re: Common Caps

Postby DDDsDD999 » Sun Aug 28, 2011 11:34 pm

Nope.
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Re: Common Caps

Postby Hourai_Chimes » Sun Aug 28, 2011 11:35 pm

Um no, the current world makes it pointless to make a super-character than a bunch of characters with a profession each.
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Re: Common Caps

Postby Jeebus » Mon Aug 29, 2011 2:39 am

This is H&H, man. If we wanted caps, we'd be playing something else. One of the whole reasons we love this game is the fact our stats can be the stats that pierce the heavens. Having 9001 strength and being able to decapitate a bear with your bare hands, then have enough psyche that they could (in theory) cook the corpse by blasting it with a hadouken is an accomplishment at least 10 players on the servers could attest to, and we would want it no other way.

Caps are what make many other MMO's boring in the endgame, anyway. Only in H&H can you make q69 merchant robes and be laughed at for being "low quality" by someone making q666, then a week later bash his own goods for being crappy as he unveils his new q1000 robes...

Viva infinite stats!!
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Re: Common Caps

Postby MagicManICT » Mon Aug 29, 2011 3:12 am

Jeebus wrote:This is H&H, man. If we wanted caps, we'd be playing something else. One of the whole reasons we love this game is the fact our stats can be the stats that pierce the heavens.


When stating an opinion, speak for yourself, please. You can't know the true mind of others. Although it is one of the things I like about this game, it's hardly the top or anywhere near it. Heck, I'd still play it if there was a cap of X points in skills like in other MMOs.

OP: You really don't understand the math in this game if you think capping skills will make much difference. It's designed to not only make it difficult to raise stats higher and higher, but also to make the amount of gains increasingly smaller and smaller for the amount of LP spent (or food ate in the case of attributes).
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Re: Common Caps

Postby vikingdragons » Mon Aug 29, 2011 1:02 pm

well,it's been a while since i played. a long while. i knew there was a new lp system, but did not realize it had balanced things so effectively. i was under the impression that things were still unbalanced stat wise, probably do to the fact that it was never fixed while i was playing. but glad to hear some balance has been achieved.
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Re: Common Caps

Postby SacreDoom » Mon Aug 29, 2011 1:13 pm

Even though I did not believe it at first, this LP system rocks.
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Re: Common Caps

Postby crevank » Tue Aug 30, 2011 1:24 am

SacreDoom wrote:Even though I did not believe it at first, this LP system rocks.

Aye
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Re: Common Caps

Postby Chakravanti » Tue Aug 30, 2011 2:03 am

Fuck you all. OP is right. :lol: I think so and I understand the math of this game. Infinate stats are not what make this game great. They are one good novelty of an incomplete system. I think I'd actually like to see something somewhere in between. Rather than an actual cap, create an extra scaling cost to purchasing new skills on top of the current cost based on total skill/attribute level. This way it is still theoretically infinite but makes the margin of difference for very high end characters closer. This keeps the value of a capless system and retains what I see of value in the op's suggestion.

Yes current game mechanics already favor alting hence my long buried suggestion about siege mechanics and warfare attrition and also why this mechanic is less about forcing people to alt than it is about adding a new dynamic of gameplay difficulty to high end character development.

Also I distinctly remember something about Loftar wanting to get around to letting us multibox from a common account.
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Re: Common Caps

Postby AnnaC » Tue Aug 30, 2011 2:40 am

vikingdragons wrote:This would mean that a player who wanted to be a jack-of-all-trades would be a master-of-none, as it should be, while hopefully providing enough points that even they cannot be a master, they can still do well.


I think this is bullshit because a jack of all trades character is a master of none by virtue that for the same time and energy spent, someone who specialized will always by nature be superior. Putting artificial caps in a game that already gives advantage to specialization through alts is a solution for nothing. Also I don't see what "balance" it would do either, as the only hearthlings it would affect are hermits; who by nature of survival have to dabble in most if not all skillsets of the hearthlands. The large villages, where the real power of the game lies, already have the ability and incentive to have multiple specialized hearthlings.
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