Combat Caps

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

Re: Combat Caps

Postby Woot » Thu May 05, 2011 5:56 am

Agility constitution and strength would still continue to be soaring to new heights.
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To: Woot
deffinitely, best fight i've ever gotten
Thanks man.
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Re: Combat Caps

Postby Xcom » Wed Apr 11, 2012 12:56 pm

If this was implemented curio gathering would be absolute after cap have been reached and that would mean. ALL! Curio trade would be absolute. Smaller factions would have NOTHING to trade for gear. Pearls, Bells, Shocked, Flots all would be a redundant curios placed on alts warriors to keep up the authority. This would mean that larger factions would either need worker bees to do there bidding or wipe out the entire map for total domination. Server would have to reset every 6 months because this game would be all about Q dominance and bot fepping as Q nodes would belong to large factions that have wiped out there peers. HnH would be all about resource management and auto-bot farming crops and hunger bots to boost FEPs to balance out the new type of cap. STR, CON, AGI or whatever else that would be added.

What exactly would be the point in having smaller villages around? For them to turn into slave farmers? O wait farming bots do that already. The sole reason would be to have them hunt dear for agi food. Or maybe dig your bricks. Most of smaller settlements that generate curios for trade would be mauled down as there would be no point in having them around.

Half of trade is based on curios and most traded items are based on Q items. If Q of armor is what keeps your faction in power why would you ever trade it? This proposal would literally nuke half of trade that is happening on apples for oranges and worse it would make P-claming Q nodes even more relevant and worsen the P clame situation. But other issues would come into play as well. With a stockpile of high grade curios you could pump replacement toons into gear or even using alt toons that would easily be churned out in factory lines. Combat toons would be easy to replace with large nodes of metal so metal would have to become more scarce to.


Q of gear is relevant in combat right now but its not the deciding factor. Make that and it would radically change this game. You would have to make radical changes in a whole lot of other areas of the game to balance it out. But it would boil down to a very simple fact Q of combat would be the deciding factor as LP hording is right now. Clear cut shitty bandage fix.


Looking at anything from a simple point of view would make anything make since. But the consequences of such a small change would radically affect game breaking events that would far suppas the fixes. Smaller tweaks to current combat would probably be better then a change that would literally rape trade in general and fubar any faction that would join a late world.

This game is good as it is, just needs small tweaks to balance out the rough edges. Skill and experience should play a bigger factor then stats and gear. 50 50 stats/gear VS player skill maybe. New combat moves, higher combat intensity and single use items similar to boar snuff should be added that favors skill instead of I-Win-Button toons with perma P-clamed Qarmor. Higher UA should just be as suggested leveled out with log functions. Armor capping would ruin this game.

Edit: Sorry for necro was linked here from other threads.
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Re: Combat Caps

Postby Potjeh » Wed Apr 11, 2012 2:20 pm

Q nodes are just a placeholder mechanic that stuck because abandonware.
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Re: Combat Caps

Postby Kaios » Sat Apr 14, 2012 9:35 pm

hey it's one of my good posts, long time no see
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