Combat Caps

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

Re: Combat Caps

Postby dra6o0n » Wed Apr 13, 2011 7:43 am

The easiest way to fix UA, since it's so overwhelming and overpowered at once is simple.
Divide and conquer the damn stat.

Axe it, so it's not the only important stat for combat, for doing and taking damage to the defensive gauge.

Have unarmed skill only affect unarmed combat, like how melee skills affects only melee combat.
By this I mean primary offensive only, and doesn't include defensive. Melee's defensive is only from using a shield.

And then having agility (and constitution) be the basis on bonus defense against strikes.
Strength be the bonus offense.

By dividing and splitting up the functionality of the stats, it means botters will now have to eat, grind, several stuff at once, dividing the speed several times.

So instead of a botter building only int and UA, and abusing the mental inventory mechanic, he'll have to instead grind int for LP, strength for offensive, agility for defensive, and the skills for effectiveness.

Heck, maybe allowing both agility and constitution to provide bonus to defensive stats, will outdo a character that mainly goes for pure one hit kills since buffing two stats to balance is easier than buffing one to a super high level.

It is easier to get to AGI 30 and CON 30, over STR 60. Although beliefs boosts the stats, it'll only be 1.25x offensive compared to a 2x defensive since your being able to use two stats for it.
Last edited by dra6o0n on Wed Apr 13, 2011 7:46 am, edited 1 time in total.
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Re: Combat Caps

Postby ItsFunToLose » Wed Apr 13, 2011 7:45 am

burgingham wrote:
There already are and probably should be more alternative goals to get LP for. Right now it is a towns authority and this idea can be expanded on, so you do something for your town by earning LP after you reached all personal goals with your char.


I agree with this completely. and the post above suggesting breaking up the UAC stat into several areas.

Perhaps certain combat moves/attacks affected by different stats.

TeckXKnight wrote:Image
We've seen what happens in the past when you allow this.


The idea that you compare a linearly increasing LP sink with a bugged crafting mechanic only reinforces the idea that you don't understand math.



burgingham wrote: With caps like this and characters being "finished" at some point we might actually see meaningful and regular conflicts arise .



You're right, the player base is going to settle for "finished" characters that are capped, and settle for only playing one of them. I promise multi-boxing 10 "finished" characters at once isn't encouraged by a combat cap mechanic.


What else is there to do once you've reached your cap for all skills? Oh, right. Quit playing.



burgingham wrote:Damn, you are a special kind of retard.


Jackard wrote:haha fuck you.



I hear that having a green name means that when someone disagrees with you, you're obligated to be a SELF EDIT:big meanie bucket inb4ban
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Re: Combat Caps

Postby dra6o0n » Wed Apr 13, 2011 7:48 am

ItsFunToLose wrote:
TeckXKnight wrote:Image
We've seen what happens in the past when you allow this.


The idea that you compare a linearly increasing LP sink with a bugged crafting mechanic only reinforces the idea that you don't understand math.



burgingham wrote: With caps like this and characters being "finished" at some point we might actually see meaningful and regular conflicts arise .



You're right, the player base is going to settle for "finished" characters that are capped, and settle for only playing one of them. I promise multi-boxing 10 "finished" characters at once isn't encouraged by a combat cap mechanic.


What else is there to do once you've reached your cap for all skills? Oh, right. Quit playing.



burgingham wrote:Damn, you are a special kind of retard.


Jackard wrote:haha fuck you.



I hear that having a green name means that when someone disagrees with you, you're obligated to be a giant fucking douchebag.


I feel the moderators don't really act like moderators at all... If they really wanna post like so, they might as well use another account?
Sure, staying with the game since it's creation is something unique, but it's not really a big accomplishment...
Meh. It's a forum, not a actual game so I see some differences. Now if they are ingame GMs for actual games, then that's another matter.

Oh right, I don't see other moderators posting frequently when these "obligated posters" flame. Where's the super mods that monitor the other moderators?
The way I see it, admins are responsible for super moderators, and in turn the super moderators manages the normal moderators, and etc.

If normal admins sees their moderators do all this, it's lights out. Really.

Also...
To respond to the quote:
If you play this game, and accomplish things to some extent, and lose it all, you will not likely redo it since the grind and repetition would be too much to handle (unless your a robot). So to gain everything and having nothing else to do, means you rushed it, short and simple.

Learning curve is like that world of warcraft picture, except the curve is made out of bread and you have a flock of crows in the sky waiting for the right moment to strike.
Last edited by dra6o0n on Wed Apr 13, 2011 8:02 am, edited 1 time in total.
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Re: Combat Caps

Postby burgingham » Wed Apr 13, 2011 8:02 am

ItsFunToLose wrote:You're right, the player base is going to settle for "finished" characters that are capped, and settle for only playing one of them. I promise multi-boxing 10 "finished" characters at once isn't encouraged by a combat cap mechanic.

How is that any different to now?

ItsFunToLose wrote:What else is there to do once you've reached your cap for all skills? Oh, right. Quit playing.


burgingham wrote:quality race

burgingham wrote:There already are and probably should be more alternative goals to get LP for.




dra6o0n wrote:Where's the super mods that monitor the other moderators?


Those would be the devs. Again, they didn't make us mods to be helpful or nice, but to clear the forum of unnecessary threads or spam.
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Re: Combat Caps

Postby dra6o0n » Wed Apr 13, 2011 8:02 am

burgingham wrote:
ItsFunToLose wrote:You're right, the player base is going to settle for "finished" characters that are capped, and settle for only playing one of them. I promise multi-boxing 10 "finished" characters at once isn't encouraged by a combat cap mechanic.

How is that any different to now?

ItsFunToLose wrote:What else is there to do once you've reached your cap for all skills? Oh, right. Quit playing.


burgingham wrote:quality race


burgingham wrote:There already are and probably should be more alternative goals to get LP for.



dra6o0n wrote:Where's the super mods that monitor the other moderators?


Those would be the devs. Again, they didn't make us mods to be helpful or nice, but to clear the forum of unnecessary threads or spam.

Ah, so basically your the forum garbagemens... I see, I see... The devs must've gotten a great deal off of this.
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Re: Combat Caps

Postby Jackard » Wed Apr 13, 2011 8:05 am

dra6o0n wrote:I feel the moderators don't really act like moderators at all... If they really wanna post like so, they might as well use another account?

Now what would be the purpose of that?

dra6o0n wrote:Ah, so basically your the forum garbagemens... I see, I see... The devs must've gotten a great deal off of this.

the word you are looking for is "janitor"

we are here to clean up your shit
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Re: Combat Caps

Postby ItsFunToLose » Wed Apr 13, 2011 8:07 am

Jackard wrote:we are here to clean up your shit


Same time tomorrow? :-D


<3 you
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Re: Combat Caps

Postby TeckXKnight » Wed Apr 13, 2011 9:29 am

I cannot begin to fathom a proper response to this level of idiocy. I really can't. ItsFunToLose, you evade the point entirely to go off on some tangent to attempt to meaninglessly defame others input while offering no meaningful rebuttal, with a heavy emphasis on meaningful. My best and only response to this is a facepalm and just letting it go.

As for Dragoon, what would the point of them posting on another account be? They'd be the same individuals with the same mentalities but their names wouldn't be green any more.
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Re: Combat Caps

Postby kLauE » Wed Apr 13, 2011 2:58 pm

burgingham wrote:
ItsFunToLose wrote:The idea that we "desperately need" a combat cap is naive and nothing more than a casual player's whine.


You made me snort out my drink from laughing. Damn, you are a special kind of retard.

Your argument is laughable at best. How does this level the playing field at all? It gives a bigger advantage to productive communities that invest time in the quality race by working together rather than being out hunting curios by oneself all day. We don't need high investment characters in a permadeath enviroment like this. Much less characters with an infinite amount of grinding that can be put into them. With caps like this and characters being "finished" at some point we might actually see meaningful and regular conflicts arise (some other changes like mapgen/ressource rng are necessary for this to happen).

There already are and probably should be more alternative goals to get LP for. Right now it is a towns authority and this idea can be expanded on, so you do something for your town by earning LP after you reached all personal goals with your char.

But he's right...

You don't need to "hunt curious" the whole day to earn a lot of lp. 1-2h is enough to get most curious for days. Why we don't need high investment characters in a permadeath-game? Where's the fun if u fight only against guys who have equal combatstats like you? Always the same combat-pattern. Awesome. The only thing who counts then is who has the most guys. And it's impossible with the current lp-system to gain such a big advantage, that we would need a combat cap. Where's the attraction if i can't grow my character over time? Hermits are completly lost then, since they will ever loose the q-raise.
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Re: Combat Caps

Postby Stinkfoot » Wed Apr 13, 2011 3:12 pm

Looks like I missed an interesting conversation, and perhaps this thread is too far gone, but I would like to respond to this...

Kaios wrote:Well the whole point of the farming example was that compared to World 3 where crops were 400, 500 and 600 in villages, now their quality raising is significantly slowed down. That doesn't mean we might not see such high crops again however. That is what I believe combat should be like too.

There should be no limit on how high you can get if you put in the work, but right now it's way too easy, and you barely need to put any LP in to the other skills leaving combat skills the only thing left to raise. That is what I am trying to express should be achieved with the system in my first post.


I agree with this sentiment. I still don't agree with equipment capping combat skills though, unless the way equipment quality is determined is changed dramatically to prevent node monopolization, as I mentioned earlier.

I also disagree with Burg's sentiment that it should be, basically, no big deal to lose your character. A lot of the fun of any MMO is due to character attachment. I think it's lame when most all combats are determined by who grinds the hardest, but I think it would be more lame if Stinkfoot Jr. was the same as Stinkfoot.
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