Thoughtful Criticism For The New LP System

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

Re: Thoughtful Criticism For The New LP System

Postby Linkdawolf » Wed Mar 16, 2011 2:30 pm

I honestly wish it was a bit easier to get LP. I'm having a bit of fun running around exploring, but not much. I liked the old LP system better, But I can see how it was flawed from bots and such. Some of the ideas I liked, and I wouldn't mind having a daily cap on LP, but in the end it is the decision of the makers(who are called devs, I am guessing?) of this game to change and alter the features of this game.
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Re: Thoughtful Criticism For The New LP System

Postby SeanPan » Wed Mar 16, 2011 5:43 pm

zann0 wrote:It would be good if curios gave the lp gradually. Not all lp after diggesting the curio but few lp every five minutes form the pool of lp which the particullar curio give so you wouldnt have to wait full day just to buy skill and you could buy it right after gaining required amount of lp


The more I think about this, the more I like this idea.
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Re: Thoughtful Criticism For The New LP System

Postby Potjeh » Wed Mar 16, 2011 5:57 pm

Nah, I think that the current way makes the study strategy more involved. For example, I could use a long term high LP curiosity to get more LP later, but if I use short term low LP curiosity I can get LP now, which lets me find better curiosities sooner. If you got constant influx of LP, the curiosities with best LP/h are always the best choice. That, and you could equip them for a little bit and then switch them out for something else when you find it, as it is you have to decide whether it's worth it to sacrifice some slots and let it finish or to swap it for something better.
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Re: Thoughtful Criticism For The New LP System

Postby Jackard » Wed Mar 16, 2011 6:00 pm

Potjeh wrote:Nah, I think that the current way makes the study strategy more involved.

Agreed, and which is probably why they switched from the former system that DID give LP over time.
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Re: Thoughtful Criticism For The New LP System

Postby SeanPan » Wed Mar 16, 2011 6:02 pm

Potjeh wrote:Nah, I think that the current way makes the study strategy more involved. For example, I could use a long term high LP curiosity to get more LP later, but if I use short term low LP curiosity I can get LP now, which lets me find better curiosities sooner. If you got constant influx of LP, the curiosities with best LP/h are always the best choice. That, and you could equip them for a little bit and then switch them out for something else when you find it, as it is you have to decide whether it's worth it to sacrifice some slots and let it finish or to swap it for something better.


That said, the sense of immediate reward for a general player population that is motivated by instant gratitification would great, greatly recommend gradual LP payouts. This would be more intuitive to most newbies too, who sense themselves getting LP for equipping curiousities without waiting, and feeling awesome about it.
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Re: Thoughtful Criticism For The New LP System

Postby jorb » Wed Mar 16, 2011 6:07 pm

One doesn't necessarily exclude the other. I think most curiosities should work like the ones we have now, but I wouldn't necessarily mind some -- better -- curiosities giving LP over time.
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Re: Thoughtful Criticism For The New LP System

Postby TeckXKnight » Wed Mar 16, 2011 6:12 pm

Perhaps as a compromise, there could be separate curiosities that give small increments of lp as opposed to the larger pay outs that longer lasting ones give. In that manner, if you need short, quick fixes of lp to feel accomplished or get what you need then it could supplement bootstrap lp. Then the current curiosities act as a longer term investment with a higher pay out in the end.
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Re: Thoughtful Criticism For The New LP System

Postby OvShit » Wed Mar 16, 2011 6:28 pm

In short, one-two day curios with badass LP amount giving LP at the end and 1-2 hour curios for something essential(like claim or those two points at exploration for goddamn clovers), if I got it right. `d be nice, I guess.
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Re: Thoughtful Criticism For The New LP System

Postby yummy » Wed Mar 16, 2011 7:20 pm

The new LP system made me think about one way that could please everyone, and limit botting systems while providing this new system to become even more interesting.
Since these curiosities somehow reflect how we as people study to understand, why not put two ways of grinding instead of the standard LP system?

So, current Learning Points and LP gained from discoveries would be some sort of experience from active gaming, turning into Activity Points.
These points would then be convertible into certain fields, such as crafts, exploration and survival. These points should be capped daily to avoid the abuse of legions of bots.

The curiosity system should remain the main core of technology and strategy. The points earned from this would be a way to allow to gain Technology Points.
These points would then be spent into Technology Ideas, ranging from crafts to tactics to sociology (politics). These fields of study should be have bonuses and maluses. Being nomadic for example would allow you to see lots of things thus allow you to have lots of tech trees available, but being sedentary would allow you to specialize in one field.

There should be tips in a tech panel to indicate what's missing to get a Tech Idea, but only in a sybilline form, so that it won't be that easy to figure out, like when you want to create a boat: "I should find something that floats on water", then "I need something to advance on water", then "it's still too fragile, gotta find something harder"... etc
Studying Ant soldiers would allow some battle tactics for example, or tree leaves study allow plant lore... And this way would allow players to be better adapted to its terrain.

And to bring a great incentive to travel, meet other people, there should be incentives to groups, such as better technology when a stable group (village for example) is formed.
There should also be a system that allows you to go out from suzerainty past certain Village Technologies, to allow congresses with two or more persons to represent one village (Village to City evolution).

Let's take one example of a hearthling daily life under this system.
He starts in the nature, as usual. He discovers new items and is then able to see more items. Then he begins to create curiosities, and begins to search technologies linked with the objects he discovered. After a while he sets somewhere safe and builds a small place.
Then he meets up with people, groups with them to hunt animals, scare rabbits or other wild animals (boars, bears).

The downside of all this would be the hell of database management. There would be lots of item aliases just like leather and hardened leather. But there would be terrain based technology and it would be quite hard to implement.

Well I hope this bundle of ideas wasn't useless.
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Re: Thoughtful Criticism For The New LP System

Postby smileyguy4you » Thu Mar 17, 2011 1:07 am

jorb wrote:One doesn't necessarily exclude the other. I think most curiosities should work like the ones we have now, but I wouldn't necessarily mind some -- better -- curiosities giving LP over time.


wouldnt curiosities that gave lp over time be a pain to do since you would have to make sure players could *edit* not *edit* pull it out when it was 99 percent done....only way i could see you doing it is that the quality directly relates to the gradual lp gain and it drains the quality as you "study" it or pick it apart. ie q 100 soldiers sword...(if you could study) gives 1k lp every 1 pt of quality...something of that nature so that you could drop it to 50q and get 50k for that quality drop but still pull it out and use it...but then could be used as a somewhat secondary inventory...(obviously just an example not trying to be accurate with the lp/curiosities that ive seen so far, but im guessing theres a toy soldier or something that comes with the steel production and curiosities) being able to just drain quality from items for lp would be an interesting option that could be available and a way to get constant ticks from a singular item, hell make it only tick while you are online unlike normal curiosities...

sorry for the somewhat brain dump
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