Combat Caps

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

Re: Combat Caps

Postby Jackard » Sun Apr 24, 2011 2:06 am

TeckXKnight wrote: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.

dra6o0n is a determined know-nothing, your reasoning is lost on him
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Re: Combat Caps

Postby NaoWhut » Sun Apr 24, 2011 4:20 am

How did he get that you need rage and murder
to even fight back from my post?... if you cant
afford those... why are you complaining about
dying? it meant nothing... live away from people
if you're afraid of dying before you hit 200 UA
and can fight back against the average raider
(who will.. most likely initiate with punch and
expect you to run while he jumps and punches
again... in case you didn't survive the punch.)
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Re: Combat Caps

Postby Tamalak » Sun Apr 24, 2011 4:31 am

One of the great things about this game is the lack of hardcaps. They're not necessary - there are already TWO softcaps, the increasing LP costs per point and the diminishing returns from the points themselves.

If there was a hardcap and I hit it.. I'd probably just stop playing.
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Re: Combat Caps

Postby burgingham » Sun Apr 24, 2011 10:50 am

You do realize that every skill except ua and melee IS hardcapped, yes?
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Re: Combat Caps

Postby cloakblade » Sun Apr 24, 2011 6:20 pm

And its hardcap based on equipment which to my knowledge can't be hardcapped (it can get really close to get 1 more Q but still), so really its not a hardcap.
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Re: Combat Caps

Postby Skorm » Sun Apr 24, 2011 6:21 pm

cloakblade wrote:And its hardcap based on equipment which to my knowledge can't be hardcapped (it can get really close to get 1 more Q but still), so really its not a hardcap.


Soil and clay
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Re: Combat Caps

Postby novaalpha » Sun Apr 24, 2011 6:24 pm

burgingham wrote:You do realize that every skill except ua and melee IS hardcapped, yes?


I dont see how.
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Re: Combat Caps

Postby cloakblade » Sun Apr 24, 2011 6:31 pm

Skorm wrote:
cloakblade wrote:And its hardcap based on equipment which to my knowledge can't be hardcapped (it can get really close to get 1 more Q but still), so really its not a hardcap.


Soil and clay


The things to make swords are:
fuel: wood which is not hardcapped by soil to my knowledge it doesn't even care about the surrounding soil.
clay: Yes this is static
metal: Yes this is mildly static and theoretically not unlimited.
water & soil: Effect wood but as said above to my knowledge its like crops even if you old have 50 clay and 50 soil you can slowly (yes I realize how slow) increase the q each generation.
sting: For herb tables but these I know are uncapped like all crops.
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Re: Combat Caps

Postby burgingham » Mon Apr 25, 2011 11:08 am

novaalpha wrote:
burgingham wrote:You do realize that every skill except ua and melee IS hardcapped, yes?


I dont see how.


Then maybe take every skill and see if it makes any sense to raise it beyond a certain point ever.
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Re: Combat Caps

Postby novaalpha » Mon Apr 25, 2011 12:06 pm

burgingham wrote:
novaalpha wrote:
burgingham wrote:You do realize that every skill except ua and melee IS hardcapped, yes?


I dont see how.


Then maybe take every skill and see if it makes any sense to raise it beyond a certain point ever.


Well for instance, I see how insane amounts farming can be useful given enough time.

Still don't see your point.
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