Stats not permanent

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

Re: Stats not permanent

Postby dragonxkai » Thu Jun 06, 2013 7:23 am

OP could simply say that we should emphasize more on buff effects for our daily actions, rather than grinding up 100 str through a repetitive method.
Stats not being permanent means that everyone is stuck with 10 as a default and never progresses, so instead a emphasis on buffs is a better alternative in my view.

More 'buff' items similar to the Boar Tusk Snuff would come in handy, and quality should increase the duration and effect?
This means a change in the effect so it's divided in 2, but the duration is increased to outweigh the loss of bonus.

High quality buff 'foods' or 'items' would allow lower level players to compete with mid-end level players in relation to stat comparison maybe?

Lower str gain on boar tusk snuff, but longer duration for using ram is one way to look at it.
Having a 'sugar rush' effect from eating honey buns that increases agi to half the honeybun's quality would be nice.
Peppers can be used to create a food item that uses the 'heat' of the food to increase the 'con' of a player.

Btw, for int, since it's related to LP gain and such, and thinking about this realistically, there is NO food or item that would make you smarter by consumption... As it makes no sense that way.
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Re: Stats not permanent

Postby Oddity » Thu Jun 06, 2013 8:21 pm

Danno wrote:Well, I knew people would already disagree with it on the basis that it is a change to the system they know and love. Nobody will ever want a change to a game they're used to unless it makes the game easier for themselves or gives themselves an edge over other players.

There are plenty of changes I want that do neither of those things. I just don't like your ideas for changes.
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Re: Stats not permanent

Postby dragonxkai » Thu Jun 06, 2013 9:59 pm

Oddity wrote:
Danno wrote:Well, I knew people would already disagree with it on the basis that it is a change to the system they know and love. Nobody will ever want a change to a game they're used to unless it makes the game easier for themselves or gives themselves an edge over other players.

There are plenty of changes I want that do neither of those things. I just don't like your ideas for changes.

I would agree with that. What kind of RPG is it that doesn't have progressable stats?
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Re: Stats not permanent

Postby Danno » Fri Jun 07, 2013 5:41 am

borka wrote:Wall of text ...

How am I supposed to explain my idea or respond to your concerns if you scoff at literacy and actual discussion? When people say stuff like this, I honestly don't know why they use forums at all. If you don't care to take 1-2 minutes to read what I wrote to you, then ignore the topic.

I'm responding to several people at once, so give me a break. A short paragraph is not a wall of text.

dragonxkai wrote:More 'buff' items similar to the Boar Tusk Snuff would come in handy, and quality should increase the duration and effect?
This means a change in the effect so it's divided in 2, but the duration is increased to outweigh the loss of bonus.

This wouldn't discourage quality wars, though, so I think the game would still be just as geared towards grinding for high numbers. My idea may not be perfect, but it is one thought towards making the game a little more game-like.

Oddity wrote:There are plenty of changes I want that do neither of those things. I just don't like your ideas for changes.

Fair enough, but are you thinking "changes" or "additions"? I'm sure everyone here would like additional content and features, but very few would like to see changes to the existing gameplay system, and even fewer would support such changes.

dragonxkai wrote:I would agree with that. What kind of RPG is it that doesn't have progressable stats?

Does H&H have to be a standard RPG? It already doesn't have gold drops from monsters and has a unique alternative to experience points and leveling up. There are no quests and no NPCs.
I obviously don't speak for Jorb/Loftar, but I can see their intentions in the game (to some degree) in the way it's set up. H&H is whatever it wants to be, and I think it wants to be fun and unique.
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Re: Stats not permanent

Postby Weekly_Epic_Fail » Fri Jun 07, 2013 6:10 am

The system is extremely limited that there is almost no character progression at all. It also requires a complete revamp of Haven as well, actually not just a revamp but completely scrapping any idea of the previous Haven and starting almost from scratch. I could also see the developers not agreeing with this either. Not only does it have a level of narrow cap but you actually have to work to maintain it which is highly undesirable to many players. The changes you propose is is going to drive away almost all of the haven players away as it is mostly maintenance and little progression.

Also, something to note is that your system does not even touch the LP aspect at all, something I find surprising considering your natural biased against high numbers. I assume that your idea is to cap the total LP total as well?
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Re: Stats not permanent

Postby Danno » Fri Jun 07, 2013 7:04 am

I don't expect them to take my suggestion and implement it exactly as is, but perhaps it could give them ideas to an alternate system. They're not afraid of drastic changes, such as when they changed the LP system to the curiosity system. I believe the devs will use their judgement to make the game better whether the community agrees or not. Not to say that they'd necessarily agree with me, but perhaps they could see where I'm coming from.

The players are already used to maintenance, such as keeping the livestock fed and earning 50k LP to raise a stat by one point, which has no immediate effect. My proposed system would distract them from the fact that they aren't progressing since they'd have two options: maintain your high level or drop to shit levels. Progressing your stats would be replaced by focus on different aspects of gameplay.

LP and skill values are related, but another story. In a nutshell, I'd say caps for skill values. I mean, just how well can you cut a damn board when it's already got perfect 90 degree angles and smoothness? There'd have to be some other use for LP if skills are capped, and I haven't taken the time to think about that yet.
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Re: Stats not permanent

Postby Weekly_Epic_Fail » Fri Jun 07, 2013 7:18 am

With such a low cap, it is hard to not notice it especially when their stat caps way before LP or most other things. Maintenance would punish though that cannot play, forcing people to have to play which can result them burning out faster on no progression resulting in leaving. Progression would be replaced by stockpiling things to maintain stats. Beside that, you are perfectly fine with focusing on other aspect with the other two system with the curiosity allowing more leeway without the added baggage.

As for capping LP, the result is simply manufacturing more combat alts thus bypassing how much LP is capped by spreading it all around. Instead of many well developed characters, you get zerg rushes.
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Re: Stats not permanent

Postby Danno » Fri Jun 07, 2013 9:05 am

Players are already more than capable of simply making combat alts as it is, but many don't bother since modifying your personal beliefs is a hassle. What I envision is a world where progress is determined not by stats, but instead by things like building your village, forming alliances, and conquering/vanquishing your enemies. You'd have to play a more developed character for more building options and to keep up your reputation and stuff. Maintenance would only "punish" you as long as you do play, which is how the game already works. For example, your bear cape gets destroyed in a spar, then you have to make a new one... or your plowed farm land decays and you have to plow the land again. Players might stockpile food to some degree, but it'd be pointless after their character is at their limit, so they'd have to go out into the world and actually interact with it.
A major change would take getting used to, as it did with the curiosity system, but I believe the players can adapt to it. As they had to learn that you have to do more exploring to find curiosities instead of sitting in a mudflat building dozens of earthenware platters to gain LP, they could learn that being a hearthling is more important than being a character sheet.

The effectiveness (or limit) of skill values would have to change along with attributes being limited and not permanent, but I'm just taking things one at a time here since nobody wants to read two walls of text, especially when their perception is "more text = more angry". The gist of the idea is here, anyway. Not much sense getting overly elaborate.
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Re: Stats not permanent

Postby SuperNoob » Fri Jun 07, 2013 3:26 pm

hey Danno, I said it in my first post in this thread, and I'll elaborate on it for you now. if you're stuck at 10 strength forever you'll never get past anything nooby in this game.:
it takes 25 strength and a stone axe to damage a HF
it takes 625 strength and a stone axe to damage a palisade(or 36 strength and a ram)
it takes more than 10 strength to mine harder nodes(how many nodes do you think can be mined at 10 strength and a q10 stone axe?)
with only 10 strength you can only punch for 37 damage(deflection on a full set of quality 10 leather armor is 50(25 on pants 25 on top))
with 10 strength you KOHT for 75 damage(more than deflection on armor but still lower than its absorbtion(another 50 there))

lets switch to constitution now:
with 10 con swimming even the tiniest river is suicide
with 10 con you run 10 tiles and have to drink water
wtih 10 con you work half your farm and no more stam
with 10 con you only have 100 MHP(base damage on a stone axe is 100(unless thats 1 of the things they changed in the update))

now for int:
with 10 int you can't sudy half the curios currently in game(if thats not enough for you I don't see how you're surviving in this game)

perception:
will take 640 exploration to see foragables if you only have 10 perception
will do low damage to animals when hunting if you only have 10 perception
all your baked goods will be horribly softcapped if you only have 10 perception

apply this thought process to the other attributes and if you can't figure out why your idea is bad I'll just give up on you...

ps: I can think of an example of a game where all boosts are temporary, super mario brothers...you get your mushroom to get big, but it wares off if you get hit. are you saying you want to turn HnH into super mario brothers?
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Re: Stats not permanent

Postby Danno » Sat Jun 08, 2013 1:18 am

Yes, good question, Super Noob. In response, maybe you should actually read something more than the thread's subject before you make wild assumptions.

Your stats would not all be stuck at 10 forever. Your stat level ups would not wear off as fast as boar tusk snuff. I never said anything like that at all.
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