strpk0 wrote:No, they wouldn't. You would still get less lp than the people who use automatic curio studies or something similar. This update helped level the playing field for less hardcore players.
I DO use autostudy and I was still getting more LP with wear than without. This is because:
-Autostudy isn't perfect (you can lose connection, and certain items will always run out unless you plan obsessively)
-With wear there's no danger of running out of good curios. I'd be able to run q40 glimmermoss at all times with little effort. Without wear, I can only barely keep glimmer of any quality available. Hell I even passed up picking q10 glimmer during the wear experiment because there was ample time to find another q40. Consumption of curios is high without wear and autostudy doesn't keep you from running dry on them.
No, you wouldn't. While it is true that the EXP drain shouldn't be always 100% regardless of the wear state, it is still not a very significant amount. Rather, it's probably more like a tradeoff for the extra LP gain you're getting from not having to refill your study 24/7.
No, even if they did make exp proportional to wear progression, exp costs would go up, a LOT. A curio of wear 12 would hit you for 6x the exp cost over its lifespan than it did. That said, both of my above two issues would be pretty much solved by simply halving the LP rewards and EXP costs of curios (as well as making exp costs go down with wear).
I'm pretty certain this was the whole intention of this update, so that you don't have to spend ridiculous amounts of your time doing senseless things like massing curiosities and managing your study. Also, I personally don't see how "half of the game is removed" if you're just being given time to do things other than dumb grinding.
But the devs already have a rather beautiful curio economy to deal with this. If you're a casual who can't farm a million dragonflies, that's what long-term curios are for. They won't give you as much LP per hour as fast curios, but it still pretty much follows the results=sqrt(effort) formula that keeps casuals relevant while rewarding frequent play.
I fail to see how this is a problem. There are (and will always be) less-useful curiosities. Also, how is "variety" that important? I'm pretty sure the whole point of the curio system is to gain lp, not to admire your shiny variable items. This is only my opinion though, and you could see some other sort of meaning behind curiosities.
Except admiring my shiny valuable items IS rewarding. The way the default curio system is, you need/want quite a lot and quite a variety of curios, so I get a nice stocked-larder feeling by bringing home even sub-par curios like uncommon snapdragons. They WILL get used. With wear, all you do is calculate which 16-slots of curios give you the best lp/hour, and make them in a desultory fashion, over and over, ignoring any others. That's essentially stripping content from the game.