Combat Caps

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

Re: Combat Caps

Postby burgingham » Wed Apr 20, 2011 6:46 am

You can only control one toon at a time properly anyway.
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Re: Combat Caps

Postby Jackard » Wed Apr 20, 2011 6:55 am

Skorm wrote:but what i meant is that this issue will become bigger and bigger if caps were made.

no
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Re: Combat Caps

Postby Skorm » Wed Apr 20, 2011 6:57 am

Jackard wrote:
Skorm wrote:but what i meant is that this issue will become bigger and bigger if caps were made.

no



mind giving a better answer ?
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Re: Combat Caps

Postby Jackard » Wed Apr 20, 2011 7:44 am

edit: no
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Re: Combat Caps

Postby cloakblade » Wed Apr 20, 2011 6:52 pm

Jackard wrote:edit: no

Good ol' mods better than any other forums.

And on the point I think that weapons and should degrade over use of combat like armor will. And all equipment except for a few should degrade as well. I don't know if it should be like symbels where the quality degrades over time or if it should be like armor where it has a secondary number that tracked like HP. Though this doesn't slow down the alt problem it doesn't hurt. Current there is no reason not to do the exact same thing you are suggesting (except time which is a determining factor now anyways).
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Re: Combat Caps

Postby Kaios » Wed Apr 20, 2011 7:28 pm

Jackard wrote:
Skorm wrote:but what i meant is that this issue will become bigger and bigger if caps were made.

no


I am in agreement. A cap on combat won't make any difference for combat alts. Currently you load up an alt with some curiosities and then just leave it, raising its stats accordingly.

If a cap were introduced the amount of combat alts made will be unchanged. You still just load an alt up with curiosities, the only difference is there's a cap on its combat now.
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Re: Combat Caps

Postby Skorm » Thu Apr 21, 2011 7:51 pm

Kaios wrote:
Jackard wrote:
Skorm wrote:but what i meant is that this issue will become bigger and bigger if caps were made.

no


I am in agreement. A cap on combat won't make any difference for combat alts. Currently you load up an alt with some curiosities and then just leave it, raising its stats accordingly.

If a cap were introduced the amount of combat alts made will be unchanged. You still just load an alt up with curiosities, the only difference is there's a cap on its combat now.


Yeah, actually, it was my bad here, i was talking more about "FEPS", took me some time to realise the Whole Post is about " Melee, Ms, UAC"
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Re: Combat Caps

Postby NaoWhut » Fri Apr 22, 2011 6:53 pm

With caps there's the end of the game.


Meaning... you no longer need to push
that stat, just put a point or two now or
then when your village smith gets you
new gear...

What's the point of it if you're a raider?

"i now have max combat!! that means in
about a week or two people will catch up to
me and i can't do crap because we're all at
the max!"

A raider rolls up with max combat, you log
on to maybe 10 alts at the idol with max
combat and poof!!! Farmville.

Also... why would you regular players want
caps? so those that have been here longer cant
just utterly crush you with punch jump? get
a little creative with how you fight back and you
wont be asking for limits on your power.
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Re: Combat Caps

Postby dra6o0n » Sat Apr 23, 2011 9:18 pm

NaoWhut wrote:With caps there's the end of the game.


Meaning... you no longer need to push
that stat, just put a point or two now or
then when your village smith gets you
new gear...

What's the point of it if you're a raider?

"i now have max combat!! that means in
about a week or two people will catch up to
me and i can't do crap because we're all at
the max!"

A raider rolls up with max combat, you log
on to maybe 10 alts at the idol with max
combat and poof!!! Farmville.

Also... why would you regular players want
caps? so those that have been here longer cant
just utterly crush you with punch jump? get
a little creative with how you fight back and you
wont be asking for limits on your power.

That's exactly it... You need rage to even bother fighting back, and murder to kill the person otherwise it'll result in them getting up and killing you eventually.

It's the kind of situation that once a raider or any attacker notices you, your done. Zilch. Nada.

The whole emphasis on pvp has turned into capping this and nerfing that... But if you look at it from there it stems from. I point at you, RAGE, and Murder skills.
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Re: Combat Caps

Postby TeckXKnight » Sat Apr 23, 2011 9:27 pm

I'm not really so sure that rage and murder are what limit people in combat, actually. They're pretty minor milestones along the way and it's super easy to buy both in less than a day if you're willing to play for at least an hour. More, they serve their purpose to encourage newbies with 8 UA and 3 Melee to run away rather than futilely try to fight.
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