springyb wrote:At first glance the study change seemed great. If you're actively playing you can refresh your study after one tick of wear, and if you're not you get the bonus LP while offline.
And then I logged in and found most of my curiosities are substance/vitality. Substance does nothing for one time use curiosities and vitality does next to nothing for low mental weights.
Please consider changing essence to a different effect and making total LP based off all three qualities again. That way curiosities never have "dead" stats.
Agreed! Either change what each quality does or rethink it yet again. It's a step in the right direction for sure, but we can do better

If the same old formula matters for total LP, you can either make the other 3 stats count toward the same type of effect, or have each separate one affect LP/hour in different ways.
Example 1 : 40/40/40 curio gives 2x the LP it'd give normally. You then decide qualities past that point may affect say, as was done so far, the arbitrary limitations on curios.
Essence affects attention. Substance affects physical volume occupied by curio, and study window becomes a different sort of weight based. Vitality affects a weirder sort of scaling where more vit increases exp cost with vit/10 formula, but total LP by sqrt(vit/10). But then I can't figure out a third option for removing the caps on how much you can study at once, and tbh the size is the only true limitation.
Example 2: 40/10/10 curio studies twice as fast. 10/40/10 curio gives twice as much with base duration. 10/10/40 goes yolo and halves LP but quarters time taken to study. Aside from all this add a more arbitrary wear system where you get 3 cycles or so of baseline gain and then it starts dropping off. On top of all that you could make it so curios study in much faster increments, so that if you find a new, better 48 hour curio you won't need to either wait for current cycle to finish or waste current progress. Have stuff vary in baseline speed as they would now, and give 10% of what they'd normally give every 10th percent of progress.
Note the second example's numbers aren't meant to be serious, just trying to suggest that each quality on its own would yield the same net benefit at any given value. Combined they should follow a formula in line with what you guys want, but i guess it's harder to play with multiplicative bonuses than additive ones.