-
Notifications
You must be signed in to change notification settings - Fork 11
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Quadratic Progression to Extra Hearts Milestones #32
Conversation
Quadratic progression to Milestones.
Hello, First of all, if the change is not up for discussion / there has been a conversation about it already, feel free to link me to a place and/or ignore me. Now, regarding the change itself, I'll lead with a TL;DR
Expanding my points: I'll be honest, to me, this feels like introducing unnecessary complexity (and a nerf) to a mechanic that isn't in need of such a change. I would argue that linear progression is simple in terms of calculating maximum gains out of the system, given a known amount of "food shanks" that one of each food provides. If the main intention of this change is to nerf health gain from Pam's foods, I feel a much more simple way of achieving that is changing the shank scaling from 50 per point to e.g. 60. Essentially, I would just like to hear the "why" to this change - I think we could work on improving it from there? Best regards, |
@Prunebane It's very simple. You can currently get an uncapped amount of HP from eating food. Food from GTNH can provide you with up to 52 hearts extra hearts (based on the Excel provided by mitchej123). This change reduces that value to around ~80 extra hearts but felt mostly towards the stages of the game where extra HP matters the least for normal gameplay. A player with any decent modded armor would realistically be playing in God-mode. Now addressing your points:
Yes, it is a nerf aimed at reducing excessive hearts at late-game.
There is a book showing your progress and your next milestone. With or without the book, this is quite intuitive in my opinion.
Sure, it is simpler to calculate but you are making the early game more punishing this way.
What part of the calculations are so rigorous exactly? |
Been a bit busy, will take a look. If nothing else having it as an option is likely a good thing. Here was my analysis from NH's food when I switched to haunches vs # of food - https://docs.google.com/spreadsheets/d/1Cxvp7ZNjX-rb7N4DWTQxT-1RDad5Bcj9gnQpALt_MGc/edit?usp=sharing |
Yeah, based on the values in the excel the max hearts would go from 52 to 32 (graph captures most of that range). |
The initial PR was indeed lacking important info. But thanks for the clarifications now. So the main purpose of the PR is that you consider the hearts too strong and want to nerf them. Specifically at the top end. I guess thats a fair position. I don't think I mind either way myself really. will post it in discord to see what other devs think (edit: mitch already did :P). |
Re: @DrParadox7 But, okay, the goal is to nerf lategame without punishing early game too hard if possible.
I agree, the scaling is understandable, but the beauty of the current system was that I didn't really need the book to check how much progress I need for the next heart.
You mention an instance+1 calculation captured in a specific moment (which is fine), but I'm concerned about the total calculation, from two perspectives:
* - Thinking more, this might already be part of the pull request, though - I guess the coded formula just applies from fresh on every login anyway, iterating until it hits the end? Either way, thank you for the answer! Did provide insight into the change, and I appreciate trying to keep early game less impacted. :) |
this is what I’d love to see since I don’t book and just eat if it says “not eaten” - a chat log after a new food telling how many remain. “Yum! Maybe 23 more new foods would make me feel stronger” or something. |
This PR makes it so that you won't need future rebalancing: Early game hearts will remain somewhat what they currently are (current 12 extra hearts is equivalent to this PR's 10 hearts). Even if GTNH tripled its current nutritional values tomorrow to indirectly nerf the Healing Axe, the new max heart cap would be as follows: This makes it way less important to drip feeding the playerbase in a controlled fashion as balancing it is a simple task of slightly increasing the increment if that's even deemed necessary.
I believe that's already done automatically. |
I dont quite understand at which point of the game is having a lot of hearts is considered too strong. In the beginning you get a lot of different foods from the questbook and the sourroundings and as early as ev you can disable mobspawning if you follow official gate rules. Later in the game you get really strong armor and have basically zero combat unless you do tf or some other magic progresssion. I dont really understand why this would require any changes for a mechanic that I consider relatively nieche but maybe that comes from my playstyle. Can you elaborate at which point of the game you consider having a lot of hearts as too strong? |
This is a nerf for nerf case.It shouldn't be accepted. Also what makes you strong is those late game armor which can counter kill command,not these hearts. |
On one hand, the arguments here acknowledge that late-game armors provide a near-godlike status, making the player virtually impervious to harm.
On the other hand, it suggests that late-game players having over 100 extra hearts should not be nerfed because there zero combat at the stage the nerf would be most felt (implying all combat outside of bosses cannot even be considered a real threat). Both perspectives tacitly concede that the late-game armor options alone renders the player impervious to what is considered "real threats", thereby questioning the necessity of a 220 health bar. These arguments, while not overtly agreeing with me, make the point that the survivability offered by this mod's extra hearts at the very least greatly undermines the relevance of protective gear at the stage where I am trying to nerf it. |
- Haunches -> Food Points That's what the official wiki refers to it as, so let's use that for better clarity. - Added Configs - Simplify Calculations Increment is now given in flat Food Points rather than being a percentage value of the base milestone requirement. Hide powers as it may trigger some readers.
Added configs. You can argue balance among yourselves. |
Adds the following configs to the game: - Max allowed milestone [Default: -1] - Milestones persist through death [Default: true] Now SoL can now be fully tailored according to modpack creators.
The key point is not late game.They key is the early game.You got most of these hearts from early stage/qb before EV(As not many good armor available).This already touches the red line for the pack and that's why I will call it nerf for nerf. |
So what we gonna do with this pr? approve-> merge? reject? discuss again? |
My vote (for whatever it's worth) goes to reject, reasoning below: What purpose does this change serve? As others pointed out max hearts are only relevant in pre-LV when you're vulnerable to infernal mobs and can't easily prevent mob spawns or craft decent enough gear to fight them. This PR doesn't change that (which is fine because IMO it's balanced fine as-is). Infernal mobs are mostly an early game survival challenge that also adds complexity to mob farming. |
I don't mind adding configs. This is used and supported outside of the pack. As long as it defaults to the behavior we want I'm fine. |
If this a config option and off by default we can add it. @DrParadox7 |
Go ahead and merge |
Closes #37 |
In this system, the Food Points requirement increases by 2% of its default value for each milestone achieved.
Default Values:
Food Points per Milestones Calculation:
The new quadratic progression formula is:
Food Points per Milestone = 50 + (2 x {Current Milestones})
This requirement increase would amount to +2 food points (1 shank) per milestone gained.
This quadratic progression implies that for each milestone achieved, the Food Points requirement grows by a percentage of the default value, introducing manageable diminishing returns.
I'll illustrate this using base values:
Food Point Milestone Requirements (1-6):
Before:
50 -> 50 -> 50 -> 50 -> 50 -> 50
After:
50 -> 52 -> 54 -> 56 -> 58 -> 60
There are no excuses for players as food points increase exponentially as you progress in Harvestcraft's higher tier foods.
Source: https://pubmed.ncbi.nlm.nih.gov/17367567/