Combat Caps

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

Re: Combat Caps

Postby sabinati » Tue Apr 19, 2011 7:53 am

yeah it should be like, a square root function

just throwin this out here, maybe something like this?

Image

oh wait they already did that
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Re: Combat Caps

Postby Jackard » Tue Apr 19, 2011 7:59 am

aaa fuck math
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Re: Combat Caps

Postby Callanor » Tue Apr 19, 2011 11:36 am

I think that diminishing returns should do the job, like:

- every point from 1 to 100 count as 1
- every point from 101 to 200 count as 1/2
- every point from 201 to 300 count as 1/3
- and so on

Someone with 100 UA will have 100 UA and someone with 300 UA will have in reality 100+50+25 = 175 UA
There will be always possibility to pump points in combat skills to have an "edge" but in reality it will matter less and less at higher levels that much so difference between 500 and 700 will be minimal for example, but there will always be difference.
Of course values of these soft caps may vary and may lookls like 1-100 then 101-250 then 251-500 then 501-1000 for example.
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Re: Combat Caps

Postby cloakblade » Tue Apr 19, 2011 9:05 pm

Well now that delta has a cap is the only thing is unchecked the defense bar size attack bar size and damage right? Oh and does anyone know of a good visualizer for linear graph functions. Does excel (or open version) work.
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Re: Combat Caps

Postby Skorm » Wed Apr 20, 2011 12:40 am

No matter how big or small the gap is, power is power and you are either weaker or stronger( almost imposible to have the same status, if not imposible )
wich therefore means, even if both players know the combat system ( wich, again, is unlikely) there is someone whit an advantaje

Also, hoes does capping fixes anything? Yeah, now instead of making your main char better you start building up a army of alts ( this will also become a problem, been suggested before to remove "alts", no real answers) alts can´t be "removed" even if the devs found a way around it, players will allways find away to have more then one acc, the problem dosent seem to the " stats" itself, it seems to be the combat system we have, where everything is fucked up, everything.
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Re: Combat Caps

Postby Jackard » Wed Apr 20, 2011 1:01 am

Skorm wrote:Also, hoes does capping fixes anything? Yeah, now instead of making your main char better you start building up a army of alts ( this will also become a problem, been suggested before to remove "alts", no real answers) alts can´t be "removed" even if the devs found a way around it, players will allways find away to have more then one acc, the problem dosent seem to the " stats" itself, it seems to be the combat system we have, where everything is fucked up, everything.

Obviously not a problem with equipment-based caps seeing as you still need to control, feed, clothe and arm this hypothetical "alt army" of yours.
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Re: Combat Caps

Postby Mark520 » Wed Apr 20, 2011 1:36 am

Currently, almost all hand-made ​​equipment based on no softcap, by capping material used.This not a problem because you use melee weapons, not your hand, so you can easily achieve the cap.
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Re: Combat Caps

Postby burgingham » Wed Apr 20, 2011 3:51 am

Jackard wrote:
Skorm wrote:Also, hoes does capping fixes anything? Yeah, now instead of making your main char better you start building up a army of alts ( this will also become a problem, been suggested before to remove "alts", no real answers) alts can´t be "removed" even if the devs found a way around it, players will allways find away to have more then one acc, the problem dosent seem to the " stats" itself, it seems to be the combat system we have, where everything is fucked up, everything.

Obviously not a problem with equipment-based caps seeing as you still need to control, feed, clothe and arm this hypothetical "alt army" of yours.


Also how is this any different to what we have now? When you can come up with the idea of building an alt army, why would you think people are not doing it already?
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Re: Combat Caps

Postby theTrav » Wed Apr 20, 2011 5:18 am

Seems people are talking about adjusting the combat calculations,
I would prefer for the adjustment to be made to the skill increases instead (it's more visible to players)

So that instead of cost to increase = newPoints * 100 it either becomes newPoints squared after the first few hundred, or has some consistant formula that produces a similar curve.

It would produce the same result, it just means that players could make more informed decisions as the combat algorithms aren't really displayed to them anywhere.
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Re: Combat Caps

Postby Skorm » Wed Apr 20, 2011 6:37 am

burgingham wrote:
Jackard wrote:
Skorm wrote:Also, hoes does capping fixes anything? Yeah, now instead of making your main char better you start building up a army of alts ( this will also become a problem, been suggested before to remove "alts", no real answers) alts can´t be "removed" even if the devs found a way around it, players will allways find away to have more then one acc, the problem dosent seem to the " stats" itself, it seems to be the combat system we have, where everything is fucked up, everything.

Obviously not a problem with equipment-based caps seeing as you still need to control, feed, clothe and arm this hypothetical "alt army" of yours.


Also how is this any different to what we have now? When you can come up with the idea of building an alt army, why would you think people are not doing it already?


if you can "cap" a char, i dont see why you cant go onto another char and do the same.

also, burg, i know many players have a load of alts, whit combat status, but what i meant is that this issue will become bigger and bigger if caps were made.
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