limit combat lvl (melee and ua)

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

Re: limit combat lvl (melee and ua)

Postby Shams » Wed Jun 02, 2010 8:53 am

DatOneGuy wrote:And before you start complaining "Oh but those guys are griefers!", that's a way to play the game, don't attempt to invalidate their views on gaming to promote personal benefits.


Isn't that exactly what you're trying to do? (Along with anyone else against stat/skill cap for the sake of their character investment)

Hardcaps are pointless, and ruin the game for many people who enjoy that aspect.


This is what I'm talking about. The only recurring argument amongst those 'against' is that they don't like it. Of course nobody wants to see something that they spent a lot of time on (combat advantage) become easily accessible, or even worse, common. Many other mmos have made the mistake of making challenges trivial to appeal to a more 'casual' crowd. I think we agree that to be a good mmo, there must be a method to gain advantage, that method should be challenging, and most of all that advantage should be worth something to the player, whatever their goals. However, in my opinion, there are two major flaws with the system as it is. First and most obvious, it is extremely unlikely that a brand new player will ever be able to catch up to an established player. If Bobby McMacrogrind and Timmy McNoob start months apart, but spend the same amount of time playing, Timmy will never be a significant threat to Bobby. Imagine that you are Timmy, why would you bother to put effort into making your character stronger if you knew there were characters who would always be able to kill you at will, not to mention hugely setting back your attempt to catch up? I'm not saying the game should be 'easy' but it should be accessible.

The second problem is a little more complex and is about the different kinds of play styles. Simply put (and as has been mentioned earlier) a player who decides to focus purely on building/crafting cannot hope to compete with a raider of equal skill/level/equipment. Recently it's been made much more difficult to destroy walls (alone anyways) I think that was a great change. However, as you all know, given enough time there will be characters who will be able to punch down brickwalls anyways. If you make defensive ability scale with offensive ability (walls, armor, etc..) you do a couple things. You make the game boring, since the only way to get an edge is to grind a few numbers to make them bigger and you would continue to punish new players and discourage them from competing. As it stands it's even worse, since defensive players DO have a cap on how well they can protect themselves while offensive characters are free to progress as far as they want.

To me it's hilarious that anyone would say that a skill cap limits their gameplay. What exactly is so free and varying about only working on the same few stats for your characters entire career? Especially if that's the only good way to gain an advantage.

Rather than getting mad and focusing on what would be taken away (extremely linear, unbalancing, boring infinite number progression) consider the sorts of things that could be added to the game. Rather than 'one way to win' there could be dozens. With the right additions, strategy could become a major factor in conflicts, without replacing the role of stats/skills.

I've got a few ideas to toss out. Even if they aren't workable, hopefully they are at least moving in the right direction.

1. Traps! I imagine at some point or another everyone has had something stolen and weren't around to do anything about it. Wouldn't it be nice to be able to leave a surprise for those dirty rotten thieves? Traps could do a great number of things, deal damage, make the criminal easier to track (stinkbomb!), even capture them for a short period of time. Even something as simple as caltrops spread around that force players to move over them at crawl speed, hopefully making it easier to attack them at range. Tripwires that alert you when someone has trespassed, I think you get the idea. It would allow craftsmen to have a more significant impact on combat/defense.

2. Specialization! There are plenty of roles to be filled in the game, but not very many ways to really capitalize on them. The belief sliders are a simple iteration of this. The purpose is simple, make sacrifices in one area to be more effective in another. I'm imagining a specialization towards being a trader (as well as a more robust trading system, but that's a whole new thread) where you could get bonuses to raft/wagon speed, carrying capacity, item appraisal, etc...
Maybe the drawback of that specialization would be lower productivity/less stamina. Making the trader valuable, but forcing him to rely on specialized craftsmen to be most effective. You could have all sorts of combat specializations, ranged, single target, multi-target, 'tank', siege-engineer (more siege weapons!!) and so on. The specific mechanic of the specialization doesn't have to 'limit' you, but there should be some strategy to it. Maybe there is no limit to the number of 'specializations' you can have, but you have to suffer the accumulated drawbacks of every one you have. (Probably would have the negative effects increase as they accumulate to discourage trying to get them all)

3. More combat options! Personally I'd almost be willing to settle for just 'less confusing ones'. This is mainly part of specialization, but the idea is to have methods of effecting the outcome of a conflict without strictly relying on how hard you punch or what kind of wall you built.

I'm interested in seeing what ideas you all have for making progression more fun but still challenging. I bet you can come up with better ideas than me.

TL;DR Infinite linear progression discourages new players and leaves little room for alternate playstyles, cap stats and make lateral progression and strategy more significant via adding content.

Disclaimer: I'm fairly new to the game, so I may have got some stuff wrong. I'm not posting to piss anyone off, but rather because I see a good game with a great game buried inside.
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Re: limit combat lvl (melee and ua)

Postby theTrav » Thu Jun 03, 2010 2:27 am

Shams wrote:If Bobby McMacrogrind and Timmy McNoob start months apart, but spend the same amount of time playing, Timmy will never be a significant threat to Bobby.


Wall of text aside, this is a flawed argument that has been debunked numerous times.

The cost to increase stats and skills raises exponentially, therefore if they are investing equal LP then over time the advantage of the guy who's a month ahead will approach zero.

It's called diminishing returns.


EDIT:
To be clear, I am a fan of removing skill values from combat and allowing only fairly minor advantage via stat gains. It's just the "I'll never catch up" argument is seriously flawed and shows a lack of understanding of fairly basic investment / return mechanics.
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Re: limit combat lvl (melee and ua)

Postby Brickbreaker » Thu Jun 03, 2010 2:41 am

Combat isn't the only thing that should be limited...
Crafting levels should be limited as well, since they relate to combat in the end anyway.
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Re: limit combat lvl (melee and ua)

Postby Chakravanti » Thu Jun 03, 2010 4:11 am

kLauE wrote:[x] against limit combat lvl
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
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Re: limit combat lvl (melee and ua)

Postby Shams » Thu Jun 03, 2010 6:12 am

theTrav wrote:To be clear, I am a fan of removing skill values from combat and allowing only fairly minor advantage via stat gains. It's just the "I'll never catch up" argument is seriously flawed and shows a lack of understanding of fairly basic investment / return mechanics.


Maybe 'never' was the wrong word to use. I admit I'm not entirely familiar with how long it takes to make one of the 'god characters' that keep getting mentioned in this thread. So the questions should be, how long does it take, is it reasonable and more importantly, is it fun? The fact that it is technically mathematically possible for a brand new character to catch up with a year old one doesn't mean very much to the average player unless the timeframe is reasonable.
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Re: limit combat lvl (melee and ua)

Postby theTrav » Thu Jun 03, 2010 6:27 am

Shams wrote:So the questions should be, how long does it take, is it reasonable and more importantly, is it fun?

Would you care to throw out some numbers then? What do you currently believe is the required time, what do you believe would be a reasonable and fun time for the two players to reach parity?

Personally I think a larger problem is that there's a vast difference in the amount of hours people are devoting to the game and this currently manifests itself as some people being overwhelmingly more powerful than others.

I'm a big believer that while you should get some advantage over new characters, you should never be 100% guaranteed of a win.
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Re: limit combat lvl (melee and ua)

Postby Jackard » Thu Jun 03, 2010 6:35 am

combat should never be trivial/hopeless
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
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Re: limit combat lvl (melee and ua)

Postby Shams » Thu Jun 03, 2010 7:02 am

theTrav wrote:
Shams wrote:So the questions should be, how long does it take, is it reasonable and more importantly, is it fun?

Would you care to throw out some numbers then? What do you currently believe is the required time, what do you believe would be a reasonable and fun time for the two players to reach parity?


Please read the sentence before the one you quoted, where I state that I don't know, hence why I asked in the first place.

The time frame we're talking about would really need to be made to fit with the variety of ways in which you can improve your character/game experience. Rather than arbitrarily poo out lengths of time that sound 'ok', I'd prefer to focus on having a variety of meaningful improvements, and then pacing advancement so that it stays interesting throughout.


So back to my question, what do you guys think would be fun alternatives to infinite stat grinding?
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Re: limit combat lvl (melee and ua)

Postby theTrav » Thu Jun 03, 2010 7:42 am

Shams wrote:hence why

This is bad use of the word hence. It's kind of an "ATM Machine" class of error. Try to phrase things as "hence <noun>" eg, "hence the question" or "hence the decapitation" or "hence our friends reluctance".

compared with "hence why I asked you the question", "hence why I decapitated him", "hence why our friend is reluctant"


Shams wrote:So back to my question, what do you guys think would be fun alternatives to infinite stat grinding?

Specific to combat I think use of the system, use of numbers(of pc's) and perhaps formations, use of quality equipment (to gain a substantial but not overwhelming advantage) would be good.

Mostly though, I don't play for combat, I play for farming and building and socializing and exploring/mapping
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Re: limit combat lvl (melee and ua)

Postby Shams » Thu Jun 03, 2010 8:02 am

theTrav wrote:
Shams wrote:hence why

This is bad use of the word hence. It's kind of an "ATM Machine" class of error. Try to phrase things as "hence <noun>


I can see why they made you a moderator....

0.o
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