Regarding skills, attributes, and roles

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

Regarding skills, attributes, and roles

Postby kuroihagane » Sun Feb 12, 2012 10:37 am

So this idea came into my head, we need more specialized roles. At the moment I feel i can make 2 characters and do everything in the game (with exception of combat) which makes things feel boring. I also feel this stunts the economy as well in the game.

So my ideas are these, one is to make gaining skills or attributes exponentially harder so your forced to specialize your character. Like for instance you need 200 LP to increase 1 skill, but the next one takes 400, then 800, and so on though not at a 2x rate. This will make people choose what they want to do and it eliminates being able to get all skills evenly distributed. As for food increase the FP bar every time you gain a attribute. Also it should be in a way so that hearthlings can have at most 2 skills and 2 attributes that they would excel in.

And with this, please critique my idea.
kuroihagane
 
Posts: 21
Joined: Sun Jul 03, 2011 8:39 pm

Re: Regarding skills, attributes, and roles

Postby TheTylerLee » Sun Feb 12, 2012 10:58 am

No
Discord: XiliX#2791
User avatar
TheTylerLee
 
Posts: 1604
Joined: Thu Jul 21, 2011 6:00 am

Re: Regarding skills, attributes, and roles

Postby btaylor » Sun Feb 12, 2012 11:07 am

I don't even know where to begin... it's so mind-numbingly horrible... :?

1. If you want to be specialized, JOIN A VILLAGE! Not everyone wants to be specialized alright, and those that do join a village.

2. Why the f*ck do you want to increase skill costs? It doesn't make any sense AT ALL. If you want to specialize, you can do it now without making skill costs higher.

The FEP bar is capped at the highest current stat. If you have 10 in every stat and 12 in one, the FEP bar is capped at 12 even if you gain a point in one of the other 10s.

I'm sorry but I don't think you even know what you're suggesting and I'm tired of trying to figure it out for you. Please put more thought into your suggestions, or don't suggest at all. Either one works for me.
The unfed mind devours itself. - Gore Vidal
User avatar
btaylor
 
Posts: 1691
Joined: Thu Oct 22, 2009 1:37 am

Re: Regarding skills, attributes, and roles

Postby MagicManICT » Sun Feb 12, 2012 3:27 pm

If you want people to even start to back up your idea, do what you're math teach told you: SHOW YOUR WORK. I'm guessing that you probably didn't even do the work and just threw the idea up here.

Honestly, I'm not against the idea of increasing skill costs because LP have become stupidly easy to earn, but I'm certainly not going to back any half-assed attempts to change anything, either.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
User avatar
MagicManICT
 
Posts: 18436
Joined: Tue Aug 17, 2010 1:47 am

Re: Regarding skills, attributes, and roles

Postby TheTylerLee » Sun Feb 12, 2012 4:57 pm

100% learning ability would fix the LP gain
(aka Peaceful/change)
Discord: XiliX#2791
User avatar
TheTylerLee
 
Posts: 1604
Joined: Thu Jul 21, 2011 6:00 am

Re: Regarding skills, attributes, and roles

Postby MagicManICT » Sun Feb 12, 2012 5:58 pm

TheTylerLee wrote:100% learning ability would fix the LP gain
(aka Peaceful/change)


I agree. My point to the OP is that don't bother posting a fix if he can't be arsed to do the relatively easy math of it to prove consequences.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
User avatar
MagicManICT
 
Posts: 18436
Joined: Tue Aug 17, 2010 1:47 am

Re: Regarding skills, attributes, and roles

Postby PeanutJack » Mon Feb 13, 2012 1:08 am

btaylor wrote:2. Why the f*ck do you want to increase skill costs? It doesn't make any sense AT ALL. If you want to specialize, you can do it now without making skill costs higher.

Allow the OP to correct me if I'm wrong, but I believe what he meant is that your first skill up takes say 100 LP, no matter what it's in. Then the next skill up would cost 200 LP, no matter if you raised the same skill or a different one. etc, etc.

I still don't think even this is a good idea though, I just thought OP's idea should be accurately represented before dismissed.
PeanutJack
 
Posts: 18
Joined: Wed Jan 25, 2012 10:51 pm

Re: Regarding skills, attributes, and roles

Postby burgingham » Mon Feb 13, 2012 7:03 am

So my ideas are these, one is to make gaining skills or attributes exponentially harder so your forced to specialize your character. Like for instance you need 200 LP to increase 1 skill, but the next one takes 400, then 800, and so on though not at a 2x rate.


This is basically already in game in a similar form and it does enforce specializiation up to a certain point.

At the moment I feel i can make 2 characters and do everything in the game (with exception of combat) which makes things feel boring.


I thought about how many chars I'd need as a hermit and I end up with 4, better 5.

I also feel this stunts the economy as well in the game.


This is true, but doesn't have to do much with specialization. What you need is regionalization to enforce trade. Specialization only makes people create more alts and that can hardly be the goal of this. In fact Jorb once told me he was even thinking of removing the last piece of real specialization from the game. The nature/industry slider. Since it is stupid you have to make 2 chars to experience all of the game and have a pretty arbitrary limitation.
User avatar
burgingham
 
Posts: 8486
Joined: Fri Aug 14, 2009 10:58 pm

Re: Regarding skills, attributes, and roles

Postby HarryDresden » Mon Feb 13, 2012 7:13 am

While I'm all for the idea of specilizations and limiting of the Alt/Bot market, I do believe that this needs to be worked on a bit. I like the idea of Fallout-esque skill tagging, making certain things easier, while all the rest come to you only after working on it. Perhaps remove LP entirely and force you to actually pursue the action (Do carpentry, get better at making boards, however, this goes back to the botting thing, and a script to do nothing but eat and make boards would be a cakewalk.)
Yes, I am a Wizard.
loftar wrote: bear fruit is not something I can predict,.

Beborn Beton wrote: "Don't Worry, They Won't Find My Body, I Want You To Know I Found Peace In Another World."
User avatar
HarryDresden
 
Posts: 1112
Joined: Wed Jan 12, 2011 12:10 am

Re: Regarding skills, attributes, and roles

Postby kuroihagane » Mon Feb 13, 2012 9:22 am

Yea so i read the feedbacks, btaylor and burgingham bring up good points why my idea fails. Mainly players who do not want to specialize and the increase in alts. I was thinking more of specializing as a way to make people want to join villages and less hermiting, but well it has its faults.

As for the math aspect that was just a random example, i do like jorb's and loftar's way of increasing stats just i would want it to encompass all stats rather each individual stat, like say you raise exp from 1 > 2 and it takes 200 lp, then raise survival from 1 > 2 instead of it taking 200 lp it would take 300 lp and the next stat would take 400 lp. But because of the points btaylor and burgingham brought up, this idea would fail.


So i will do as btaylor says and not make a suggestion unless i thoroughly think it through.
kuroihagane
 
Posts: 21
Joined: Sun Jul 03, 2011 8:39 pm

Next

Return to Critique & Ideas

Who is online

Users browsing this forum: Google [Bot] and 45 guests