Some thoughts on Player Count

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Re: Some thoughts on Player Count

Postby jordancoles » Mon Dec 21, 2015 7:27 pm

236 or so online right now, up from the like 130-170 we usually see
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

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Re: Some thoughts on Player Count

Postby shubla » Mon Dec 21, 2015 7:28 pm

Leafstab wrote:
Potjeh wrote:How many of those are bots, given the recent temporary removal of playtime restrictions?

Doesn't it show only unique ips?

I think not.
Atleast it didnt in legacy.
Once had 7 clients on and it showed that 7 from Finland.
When I closed 6 clients Finland didnt show up an ymore.
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Re: Some thoughts on Player Count

Postby simimi » Mon Dec 21, 2015 7:31 pm

- we need trading -> we need specialisation : want to grow carottes quality >100 -> train "carottes specialist lvl 3" and pay with LPs
- we need less fear of death -> we need insurance like in Eve online : feed an idol with LPs, when dying, new toon got the min between Lps of prev toon and Lps of idol ( you can feed AFK alts with curios now, its the same so no game breaking, but you could feel more attached to your toon )
- we need gradation in defence, not "brick wall = 100% safe, no brickwall= free meat", so you raise your defence as you play, like you improve your armor in role playing games, not just do it once for all, then boring time.
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Re: Some thoughts on Player Count

Postby Potjeh » Mon Dec 21, 2015 7:58 pm

We need to get rid of infinite character progression, it's why virtually nobody bothers joining a world older than a month or so, and why casuals like me drop out when they fall too far behind. This grind competition where you have to log in every day and schedule your day according to the game is just no good for people with actual lives. And even if you do that you're still not gonna keep up without exploity BS like autostudy. I reckon autoeat (eat next scheduled food the moment you hit 300%) would also give you quite an edge.
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Re: Some thoughts on Player Count

Postby DDDsDD999 » Mon Dec 21, 2015 8:34 pm

Potjeh wrote:I reckon autoeat (eat next scheduled food the moment you hit 300%) would also give you quite an edge.

If you eat a food when in 300% efficacy, but it pushes you 200% efficacy, you only get the 200% efficacy. You're better off just feasting all at once on low 300% efficacy.

Infinite character progression is kind of a problem, but I feel it's countered fairly well by the diminishing returns on stats.
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Re: Some thoughts on Player Count

Postby stickman » Mon Dec 21, 2015 8:43 pm

One thing though about following behind in stats is that someone with 400 agility will destroy someone with 200 agil... like wont even have a chance.
a hermit with a small farm cannot even produce enough food to catch up anyway.... these super tables people are able to put out now allow you to feast like crazy still.
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Re: Some thoughts on Player Count

Postby jordancoles » Mon Dec 21, 2015 8:49 pm

shubla wrote:
Leafstab wrote:
Potjeh wrote:How many of those are bots, given the recent temporary removal of playtime restrictions?

Doesn't it show only unique ips?

I think not.
Atleast it didnt in legacy.

It did, at least that's what Loftar said
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

Check out my pro-tips thread
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Re: Some thoughts on Player Count

Postby DDDsDD999 » Mon Dec 21, 2015 9:15 pm

stickman wrote:One thing though about following behind in stats is that someone with 400 agility will destroy someone with 200 agil... like wont even have a chance.
a hermit with a small farm cannot even produce enough food to catch up anyway.... these super tables people are able to put out now allow you to feast like crazy still.

Yeah, I was just thinking about UA/MC. The slightest bit of AGI edge basically determines the fight, that definitely needs some better scaling.
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Re: Some thoughts on Player Count

Postby ArvinJA » Mon Dec 21, 2015 9:37 pm

DDDsDD999 wrote:The slightest bit of AGI edge basically determines the fight, that definitely needs some better scaling.

In imaginary 1v1s that only happen to the bored or the stupid.
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Re: Some thoughts on Player Count

Postby Kaios » Mon Dec 21, 2015 9:59 pm

DDDsDD999 wrote:Yeah, I was just thinking about UA/MC. The slightest bit of AGI edge basically determines the fight, that definitely needs some better scaling.


A slight agility edge isn't too much to be concerned about, I've beaten opponents before with more stats but for sure a greater advantage is really crippling to the one with less when for example their chop cooldown finishes in a couple of seconds where as the lower agi takes 4 to 5 (not an entirely accurate example though).
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