Please do time gating right

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

Please do time gating right

Postby Avu » Fri Apr 19, 2019 9:06 am

Please please please do time gating right. Do it as a pool that you can deplete in one go but takes time to recover kinda like satiations but without each step being shittier than the last.

How I see it working both for quests and food intake:
-you have a pool of eating for each satiation
-this pool maxes out at eating about 50 (not set in stone) items a week with no penalties satiation or hunger
-each item can still have its own satiation and some will be better than others by the amount they deplete out of the pool. Randomness is gone though fuck randomness satiation (if you insist on maintaining it you can just have them deplete random numbers from the pool but this of course averages out better due to the increased capacity)
-pools can be depleted all at once or partially each day by eating variously satiation inducing foods
-pools regenerates each day but only once a day (this is important to remove the need to bot at thresholds for secondary pools see bellow)
-drinks work to regenerate the other pools but have their own pool that will be emptied by drinking
-if you empty a pool you can still keep eating but you start eating from a second stage pool of that type that gives half the feps and is half as big, this repeats halving both fep and pool size each time (this is keeping the good parts of the hunger system which is lets casuals play less, lets grinders put more effort into it but won't fuck your base hunger bonus forever if you do energy work (which you get to keep as well see jorb how many systems you like that you get to keep), you just need to wait for your main pool to regenerate)


-you have a pool of questing
-max pool fills over a week, you can do 15 quests
-pool refills partially once a day
-once pool empties you can still do quests but all further quests will be quality increasing and gilds only

What does this variant achieve?
-Maintains many of a current systems in original or adapted form.
-Keeps casuals casual
-Allows no lifers to push for more
-Allows average players to be somewhat competitive
-Does not force 24/7 online use to maximize gains
-It's not needlessly convoluted and its still easily understandable
-Allows people to do energy intensive jobs without fucking all character developement
-Profit

Someone nitpick my system. And now for me having suggested it just means it will never be implemented because Jorb doesn't implement peoples suggestions as they are. Fuck me.
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Re: Game Development: Bog Turtle Boogaloo

Postby pppp » Fri Apr 19, 2019 11:19 am

Avu wrote:-once pool empties you can still do quests but all further quests will be quality increasing and gilds only

This part stinks. Anything irrelevant handed out in insane quantities may become relevant because of quantity. This has to be diluted by adding more types of less useful rewards.
As I wrote elsewhere handing out trash stuff is a great generator of varied stuff which most likely won't benefit top players: "Hugbot gave you a pile of waste, have fun."
There should be more outcomes like that. E.g. small percentage of items that have been studied may come back to handed out stuff pool.
One of outcomes might be spawning a number of butterflies/moths of varied, not related to local qfield, but somewhat limited, quality, Spawning rabbits, moles, squirrels, birds would work too. Screw you if the bird happens to be an eagle.
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Re: Game Development: Bog Turtle Boogaloo

Postby Avu » Fri Apr 19, 2019 12:25 pm

pppp wrote:
Avu wrote:-once pool empties you can still do quests but all further quests will be quality increasing and gilds only

This part stinks. Anything irrelevant handed out in insane quantities may become relevant because of quantity. This has to be diluted by adding more types of less useful rewards.
As I wrote elsewhere handing out trash stuff is a great generator of varied stuff which most likely won't benefit top players: "Hugbot gave you a pile of waste, have fun."
There should be more outcomes like that. E.g. small percentage of items that have been studied may come back to handed out stuff pool.
One of outcomes might be spawning a number of butterflies/moths of varied, not related to local qfield, but somewhat limited, quality, Spawning rabbits, moles, squirrels, birds would work too. Screw you if the bird happens to be an eagle.


If that is the only part that stinks we have a great suggestions on our hands. Anything else you think should be changed?
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Re: Please do time gating right

Postby Sarge » Sun Apr 21, 2019 8:02 pm

There is a critique from p's in the thread where this was cut from which I agree with regarding continuing with quests after your pool is depleted but only getting quality buffs and gildings and that it is a bad idea. I agree and that is also my only negative comment. As a whole the idea is good and at the very least the concept is solid.

I like this quite a bit and would love to see a direction like this be embarked on, certainly in the case of food but it does look like it could work equally well for quests.

Quests need a little bit more loving though. There's also a thread regarding tiered*** quests which I cba to find now which also makes a lot of sense and could be nice in conjunction with this.

EDIT: ***progressive I think is more accurate.
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Re: Please do time gating right

Postby Granger » Sun Apr 21, 2019 8:59 pm

Split this into a C&I on request of Avu, in case there are related post that you deem to be moved with this: please PM me.
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Re: Please do time gating right

Postby Fierce_Deity » Mon Apr 22, 2019 12:23 am

I pm'd jorb a similar suggestion not long ago to do with questing and time gating it via resource pools. Rather than limit the number of quest a person can do, I suggested LP, EXP and Hunger all have their own resource pools that generate some amount each day up to a limit. So you can still infinity quest, but the possible rewards for the three sins are time gated. Limiting the # of quest straight up would work fine too.
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Re: Please do time gating right

Postby jorb » Fri May 03, 2019 7:43 pm

Why is your secondary pools concept better than continous satiations just like they are defined now? Not sure I see what difference it ultimately makes.
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Re: Please do time gating right

Postby Avu » Fri May 03, 2019 9:48 pm

Did you even read the thing? The whole point is to smooth out RNG and not force people to be online every time time a satiation is gone. The point of the secondary pools is to give no lifers something to push as you keep mentioning that's why you like quests so there is stuff to do when there is nothing to do.
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Re: Please do time gating right

Postby shubla » Fri May 03, 2019 9:55 pm

jorb wrote:Why is your secondary pools concept better than continous satiations just like they are defined now? Not sure I see what difference it ultimately makes.

Satiation system literally forces you to log in every 5 minutes to eat 1 piece of food so you can eat it with 100% bonuses.

Image
In the first chart - current system, you eat once a day because you're a busy man. You eat 1 piece of pie, 100% feps, second piece 75% of feps, third piece, 50% of feps.

In the second chart - current system, you eat every 5 minutes. You eat 1 piece of pie, 100% feps, second piece 100% of feps, third piece, 100% of feps.

In the third chart, we have pool system where you eat once a day, you get 100% feps every time, even if you only eat once a day! 0 advantage to nolifers or botters who eat every 5 minutes! Good!
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