Geometric averages to scale down quality inflation

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Geometric averages to scale down quality inflation

Postby Granger » Wed Jan 02, 2019 12:37 pm

Suggestion is to turn item crafting formulas, especially when tools are involved, from using an arithmetic mean (qResult = (q1 + ... + qn) / n) to using a geometric mean (qResult = (q1 * ... * qn) ^ 1/n).
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Re: Geometric averages to scale down quality inflation

Postby Ardennesss » Wed Jan 02, 2019 1:34 pm

no
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Re: Geometric averages to scale down quality inflation

Postby Granger » Wed Jan 02, 2019 3:02 pm

My reasoning is it will, among reducing the benefits of cheesed animals through compost bins and bone saws on day one, increasing the time till this.

Care to elaborate your opposition?
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Re: Geometric averages to scale down quality inflation

Postby DDDsDD999 » Wed Jan 02, 2019 3:31 pm

Better idea. Use this formula: (qResult = 1) and we never have to ask for world resets.
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Re: Geometric averages to scale down quality inflation

Postby TurtleHermit » Wed Jan 02, 2019 4:45 pm

The question You should ask yourself if after 2 years, such quality is a wrong number because it's too big or perhaps not so big.

From what my friends told me, the only issue is metal Q, not Q of everything that uses some tools to boost Q a little.

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Re: Geometric averages to scale down quality inflation

Postby Granger » Wed Jan 02, 2019 10:14 pm

TurtleHermit wrote:The question You should ask yourself if after 2 years, such quality is a wrong number because it's too big or perhaps not so big.
This is not about 2 year into an world, but about early game (which, according to many, is the fun part of Haven but sadly way too short).
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Re: Geometric averages to scale down quality inflation

Postby wonder-ass » Wed Jan 02, 2019 10:18 pm

Granger wrote:
TurtleHermit wrote:The question You should ask yourself if after 2 years, such quality is a wrong number because it's too big or perhaps not so big.
This is not about 2 year into an world, but about early game (which, according to many, is the fun part of Haven but sadly way too short).


i agree with granger on this one. early game is too short game progress is too fast and then slows down on the unfun part.
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Re: Geometric averages to scale down quality inflation

Postby TurtleHermit » Wed Jan 02, 2019 10:40 pm

Granger wrote:
TurtleHermit wrote:The question You should ask yourself if after 2 years, such quality is a wrong number because it's too big or perhaps not so big.
This is not about 2 year into an world, but about early game (which, according to many, is the fun part of Haven but sadly way too short).


The only reasonable way to change that is to prolong greatly wood-age, then stone-age and maybe then, with bronze-age as the only hard metal.
The issue is, top factions will try to find optimal route to reach the top regardless, which in return, will go down like waterfall onto the rest of playerbase, making us go back to exit, with maybe from half month to full month.

Imo, why early world is fun? New land to discover, need to build up a base from the scratch, while having to discover everything. Moving around a lot to find a good spot for base. Searching up the nodes, killing newbies because your friend take care of everything else and You just can enjoy that bloodbath, until another faction shows up and there might a little fight or not. Imo it's more about mind-setup than actually world reset itself. Discouraging yourself just because world already exist.
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Re: Geometric averages to scale down quality inflation

Postby Ardennesss » Thu Jan 03, 2019 1:22 am

Granger wrote:My reasoning is it will, among reducing the benefits of cheesed animals through compost bins and bone saws on day one, increasing the time till this.
Care to elaborate your opposition?
Like the only thing that makes the tedious bullshit in this game worth it is seeing quality increase as a result of your hard work. What you're asking is for people to spend 8+ hours a day grinding quality on this game and getting next to nothing in return, that's not engaging and rewarding gameplay.
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Re: Geometric averages to scale down quality inflation

Postby bmjclark » Thu Jan 03, 2019 1:45 am

Granger wrote:This is not about 2 year into an world, but about early game (which, according to many, is the fun part of Haven but sadly way too short).


Slowing down the early game would probably just succeed in making that not fun either tbh.
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