HelenBack
Well-Known Member
Proposal
Limit the maximum Health a character can have by diminishing returns just like the other fort skills.
Update:
My original idea was for a hard cap... But from the discussions and other options that have been posted, I believe a diminishing return would be a far better option and one that more people may agree to.
By far the best thought out option for limiting the health skill ( a HUGE thank you to Kayakpaddler! ):
Other options (Thanks for the ideas!):
Current Workaround
People put their skill points in other useful skills.
Details
See Kayakpaddler's work above...
Maximum 5-6K? This would still give them an advantage to having more health without having the insane "uber-tank" build. I would rather see 4-5K... But added another 1K to make it 5-6K since I'm sure those who have the "uber-tank" build will be upset about having to reduce by more than half. I'm open to suggestions for the actual amount to set the limit at.
There should probably be a max for a group of levels. For example (as an idea):
Up to level 40 = 4K
Level 41-80 = 5K
Level 81+ = 6K
Those with extra HP in health would just have the extra skills removed and available to be placed elsewhere. This should be done on the server rather than forcing them to use the shaman to remove the skills. This way there would be no cost to them. They could then place those extra skills wherever they wished.
Abuse Prevention
No loopholes... It would be capped at the server. Anyone found to have more than the capped amount would be reported.
Visual Aids
N/A
Summary
The "uber-tank" build is changing the general fort fighting community to an elite prestigious uber-tanks only fort fighting community. They have reduced fort battles from using real skills and strategy to "just get the tanks to the flag and sit there".
Regular players are killed quickly in fort battles and some have been giving up on fort fighting. This leads to having less and less fort fighters as more people stop going to battles. This could also lead to people leaving that world or possibly the game.
The game has many more aspects to it than fort fighting. So many people are skilled for various things and enjoy going to fort battles as another option. Why should one group of people reduce the enjoyment of the game for so many others? If fort battles keep going the way they are, soon it will just be a few elite fort fighters fighting amongst themselves.
This would be a benefit to the community as a whole since more people would be going to fort battles and staying on the world or in the game. Having more people in a fort battle will make them more enjoyable and challenging. This would also keep more worlds alive with activity for a longer period of time.
I believe that the amount of people leaving would be reduced. I can't generate any factual data for you. Some have told me that's why they were leaving, but that would be hearsay. Unless they reply to this themselves, I can only speak on their behalf.
Administration
Does this idea meet the Ideas Guidelines & Criteria? Yes/No
Does this idea appear on any of the Previously Suggested Ideas List? Yes/No
Limit the maximum Health a character can have by diminishing returns just like the other fort skills.
Update:
My original idea was for a hard cap... But from the discussions and other options that have been posted, I believe a diminishing return would be a far better option and one that more people may agree to.
By far the best thought out option for limiting the health skill ( a HUGE thank you to Kayakpaddler! ):
Here's a proposal for how you might incorporate diminishing returns onto HP. It is for non-soldiers, soldiers bonus would remain the same (50% more for non-premium).
Health of 1-150 each point gives 10 HP (same as now)
Health of 151-200 each point gives 8HP
Health of 201-250 each point gives 6HP
Health of 251-300 each point gives 4HP
Health above 300 each point gives 2HP
This would mean for the change would have no (or almost no) effect for duelers and others that aren't pumping points into Health.
Assuming level 100:
Someone with 150 health points would still have 2590, 3340, 4090 HP (non-soldier, soldier, premium soldier)
200 health points would go from (3090, 4090, 5090) to (2990, 3940, 4890)
250 health points would go from (3590, 4840, 6090) to (3290, 4390, 5490)
300 health points would go from (4090, 5590, 7090) to (3490, 4690, 5890)
350 health points would go from (4590, 6340, 8090) to (3590, 4840, 6090)
500 health points would go from (6090, 8590, 11090) to (3890, 5290, 6690)
Every other skill has diminishing returns in battles and dueling. HP as the most important battle skill ought to have diminishing returns as well. This is just an example of what the formula might look like, the exact formula could be tweaked. I think it makes sense to implement something like this regardless of other changes made.
Other options (Thanks for the ideas!):
- Every other fort and dueling skill has diminishing returns, and health should be no different. If we're saying 4k is a reasonable limit for a non-soldier, then you should still be able to go pure health, but you won't get 10 hp per health point beyond that, or just use a curve of some sort, so a very small about of SP gives you more than 10 hp per SP. (Elmyr)
- Make an exponential HP scale, like HP a * x^b, where x is the amount of SP in health, and a,b are some numbers to be determined. That will treat health like any other fort skill. (Galen - added to Elmyr's post)
- I was thinking more of something like the ^0.4 of other fort skills, but that would work. (Elmyr)
- At the moment it adds 10 health per skill point, dropping that to 6, 7 or 8 could work. (LadyGaga)
- Quoted Kayakpaddler's complete breakdown of one option to show what the HP will look like if this goes into effect (thanks!).
Current Workaround
People put their skill points in other useful skills.
Details
See Kayakpaddler's work above...
There should probably be a max for a group of levels. For example (as an idea):
Up to level 40 = 4K
Level 41-80 = 5K
Level 81+ = 6K
Those with extra HP in health would just have the extra skills removed and available to be placed elsewhere. This should be done on the server rather than forcing them to use the shaman to remove the skills. This way there would be no cost to them. They could then place those extra skills wherever they wished.
Abuse Prevention
No loopholes... It would be capped at the server. Anyone found to have more than the capped amount would be reported.
Visual Aids
N/A
Summary
The "uber-tank" build is changing the general fort fighting community to an elite prestigious uber-tanks only fort fighting community. They have reduced fort battles from using real skills and strategy to "just get the tanks to the flag and sit there".
Regular players are killed quickly in fort battles and some have been giving up on fort fighting. This leads to having less and less fort fighters as more people stop going to battles. This could also lead to people leaving that world or possibly the game.
The game has many more aspects to it than fort fighting. So many people are skilled for various things and enjoy going to fort battles as another option. Why should one group of people reduce the enjoyment of the game for so many others? If fort battles keep going the way they are, soon it will just be a few elite fort fighters fighting amongst themselves.
This would be a benefit to the community as a whole since more people would be going to fort battles and staying on the world or in the game. Having more people in a fort battle will make them more enjoyable and challenging. This would also keep more worlds alive with activity for a longer period of time.
I believe that the amount of people leaving would be reduced. I can't generate any factual data for you. Some have told me that's why they were leaving, but that would be hearsay. Unless they reply to this themselves, I can only speak on their behalf.
Administration
Does this idea meet the Ideas Guidelines & Criteria? Yes/No
Does this idea appear on any of the Previously Suggested Ideas List? Yes/No
- It has been discussed before, just not in this context:
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