Remove item qualities from curios and add stat caps again

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Remove item qualities from curios and add stat caps again

Postby jordancoles » Sat Aug 26, 2017 9:11 pm

Foraged curios are dwarfed by crafted curios every world, and after a certain point, character progression becomes incredibly quick
Bluebells aren't seen as being worth it at this point because the current crafted curios are much better, and the infinite grind just sets the top factions ahead of everyone else for as long as they're willing to keep playing

As a trial run, it might be interesting to set a standard quality for all crafted curios (maybe buff them all by 5-10% across the board first) to slow down the progression of character stats in general and then reinplement stat caps (cap around 450-500). Yes, progression will slow down along with qualities in general for quite a while, but I feel that it would be needed to prolong the world's length and to avoid making the stat-cap too easily attainable.

Credos have been nice for character development and for spreading out that development over time, but I still feel that crafted curios and infinite caps are hurting the game more than helping


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Re: Remove item qualities from curios and add stat caps agai

Postby SacreDoom » Sat Aug 26, 2017 9:19 pm

I feel like that would cull the development of the game for the average, "non-competitive" player quite a bit. It could provide some benefits to trading, but it limits the utility of quality.

I'd rather have forageables buffed; since bluebells, etc. are so rare it'd be nice if they were really, really good curios, instead of middling, like they currently are. I'd also like to see some sort of tools introduced, like a forager's knife/sickle, perhaps requiring the forager credo to unlock, which influences the quality of foraged goods (in the same way that a saw affects boards, sqrt(sickleQ*baseforageableQ) ), on top of making foraged goods have much higher baseline FEP/LP buffs.
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Re: Remove item qualities from curios and add stat caps agai

Postby ricky » Sat Aug 26, 2017 9:26 pm

I dont know if i agree that curios should be static, but i do agree forage resources need to be changed due to their shit tier quality.
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Re: Remove item qualities from curios and add stat caps agai

Postby Granger » Sun Aug 27, 2017 8:56 am

The answer of 'buff foraged stuff' to the issue of 'crafted stuff is OP' would only also speedup the early world.
If, at all, it should be the other way around: nerfing the effect that increased quality has on curiosities.
Possibly by reducing the multiplier to 1.5 (instead of 2) for doubling of quality.
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Re: Remove item qualities from curios and add stat caps agai

Postby jorb » Thu Mar 29, 2018 2:46 pm

I agree that forageables should be helped in the quality race, but I also think we suffer from somewhat inflated qualities this world.
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Re: Remove item qualities from curios and add stat caps agai

Postby Granger » Thu Mar 29, 2018 7:08 pm

jorb wrote:I also think we suffer from somewhat inflated qualities this world.

Not only this world, every world (should it run long enough) will develop this problem.

It is the unavoidable consequence of infinite growth of character abilities, that then lead to the ability to raise item quality endlessly, first in farming which gives the ability to build workstations that then buff qualities of other products (herbalist tables, trees, wood, clay products, metal) to unhealthy levels - this destroys any chance of balancing the challenges that the world can present to the players, leaving us with a boolean experience between 'quite impossible' and 'quite trivial' (as can be seen in many aspects, most visible with hunting and mining) and a game that is either frustratingly difficult or boringly easy.

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Re: Remove item qualities from curios and add stat caps agai

Postby jorb » Wed May 16, 2018 1:53 pm

On the other hand, introducing hard caps removes the need to further your base or self at some point, removing a significant portion of gameplay and forcing resets, and decay is boring, so you're just ignoring the problems with your supposed solutions.
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Re: Remove item qualities from curios and add stat caps agai

Postby MagicManICT » Wed May 16, 2018 5:19 pm

Well, some of us do keep trying to argue for a change in the way progression is calculated in the base mathematics from exponential (x^1/n) to logarithmic. The base values could be played with so that long term progression doesn't start running into a wall until three to six months, and then you could easily push another year onto that to still have some meaningful progression.

Either way, no matter the game, you have to run into some sort of cap; either character death, forced hard caps, or some other mathemagical artificial control. A multiplayer game needs some semblance of balance.
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Re: Remove item qualities from curios and add stat caps agai

Postby DDDsDD999 » Thu May 17, 2018 2:19 am

MagicManICT wrote:Well, some of us do keep trying to argue for a change in the way progression is calculated in the base mathematics from exponential (x^1/n) to logarithmic.

Just nerf the quality increasing factors. Everyone knows metal spiraling is insane, and pretty much all the other industries have been inflated by recent updates,
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Re: Remove item qualities from curios and add stat caps agai

Postby waga » Thu May 17, 2018 2:40 am

I don't understand the problem of forageable curios being shit.
Actually I love it that way , I'm not forced to spend 2h a day collecting herbs and other stuff like that ..
I feel my character moved past that point and it's a nice feeling when it happens.
I can spend my time on more interesting projects.

It was a problem when we could stay forever in our village , it's not the case anymore at all.
Quest are OP ( too OP but it's another debate) , I'm out all the time.

For the stat caps ... 500 really ? you can do that in less than two months with a fresh world.
I wouldn't care I guess with 10k , but once I'll reach that I'll stop.
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