And I'm not sure what you try to say. As Granger pointed out, stat decay is mentioned in the text. By "exactly the same tempo" I mean "exactly the same tempo as decay of Qs".Rexz wrote:I am not sure you are aware, but those people playing more would still retain higher character stat, even if their items' quality decay. To fix this, similarly to the decay on item quality as you suggested, they would have to add in stat decay, otherwise people who are actively playing more would retain a higher stat.
Do you ask me how exactly stats are supposed to diminish? To tick down with intervals depending on how high the stat is. This is described in the text.Rexz wrote:So I'm asking you, what would be a good implementation for that, you think, to even out the playing field?
"They play more" and "would still be higher" is a too general statement. There are many ways that can be described as "play more". Some play more actively, some play more time, some played more earlier, and some are playing more for some time now. Decay affects them differently, and is meant to distinguish particular ways of "more" from others. Specifically, those who actively play more would still have higher quality than most others, while those who just spent months occasionally obtaining something may end with items being not so surely better in comparison to an active newcomer.Rexz wrote:By the way, additionally, If they play more, their average item would still be higher quality regardless, and be maintained at higher quality, especially with a big group that is well coordinated. This renders your idea just another chore and tedium to maintain quality and stat, and is applied to all players. This is not a fun game concept, in my opinion (also what led me to say what I said in the next part of quote).
So your conclusion about chores seems to be groundless. Maintaining Qs and stats is like maintaining your position in the quality race. Both are or aren't chores/tedium depending on how you look at it, the difference is that decay allows to keep this race in the range of natural qualities and in the reach of new or defeated players. Probably it'd even be less tedium, as you won't have to do chores all the time the world exists from its start - instead, only some time before the moment you need to be competitive (e.g. siege).
The alternative is to have total wipes. They're not fun as well.Rexz wrote:By reversed, as in item quality you just increased, now going back to a lower value after decay. This is not fun for people, unless there are ways to preserve its value that is not too tedious and realistic in the theme of a "survival game".
Or... well, there is a workaround, as everything is relative... to allow item Qs and stats grow unilaterally by inflating ALL other Qs in the game, including "basic" newbie level, and more than that, constantly accelerating growth of lower Qs. It'd be lots of tedium for the devs, yet I'm not sure there will be no side effects...
As for tediousness of ways to preserve, a progressive scale means that tediousness depends on the level of Q you want to preserve. It's one of the key things. To keep something at a basic level you need to pay attention, like, once a week to fix here and there. You may skip it a couple of times, it won't be a total disaster. Maybe a level this low can even be a bit automated, in a way like a study desk refills curiosities. Higher ambitions will need more, like at least somebody's (from your village) activity every other day, and you may ask yourself why do you need to keep that Q and for what time. Maybe you wish to tame a boar or to hunt for a moose. Top Qs, obviously, can't be kept without top efforts. The point is that there is no fixed level of "common", "higher", or "top". Top level is what other players are able to keep at top efforts, whatever these efforts are.
I see no trouble in adding something like this to the decay of Qs and stats, as long as it offers only a modest effect that is meaningful only for a casual player. Though I'm not sure if it'd be really needed, due to the nature of a progressive scale.Rexz wrote:Food spoilage is one way you can implement "decay" to fit in with the theme, you can slow down decay by storing food in various ways. Tools, weapons, armors breaking with use is another way to implement decay to fit in with this theme, and you can repair it or store it for when you need to use it. Universal decay on the other hand, might not be a very fun implementation of decay for the average player.
The trouble is that numbers are virtual. While players may wish to see them increase (though not everybody would really crave it after thinking), it's kinda addiction. While any developer may yield to players' wishes for addiction, it will be pointless. I have an opinion that games are supposed to have purpose, to teach something, to show something, to allow to try something — but pumping happiness directly into clients is not in this list. So I don't see importance in increasing game values for the sake of increasing them.Rexz wrote:It is in human psychology that cause us joy and excitement when we get something of higher value in a game, especially in an RPG game. When we see our numbers going down with time, it is inherently NOT a fun thing to see and experience, no matter how you implement it.
A wipe affects the game not only at the moment it happens. It affects the course of the game before, when people get the feeling there will be a wipe soon. Even more, it affects players at all times. When people know that everything they make is to be wiped in a year or two regardless of their actions (!), it affects their decisions. Their emotions. I know people who left the game precisely because of this, and I'm not going to think their leave is a valid reason to discard their opinion.Rexz wrote:As for your comment on world reset. While that is true, what matters in the context of the game world, happens when the game world is still active. If it wipes, then it wipes, but if it's still up, and people are still playing, then it is extremely relevant that the rule of the game remain fun and engaging for those who are still playing.
I see. Unfortunately it doesn't solve the problem of natural objects becoming irrelevant, and TBH it doesn't help much with problem that the starting point falls behind the race, becoming further and further from competive level each month.Rexz wrote:An "effective curve" is the solution a lot of games implement instead of a decay mechanic. An effective curve basically mean at the higher number you go, the less overall effective each point after will give it
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Exponential scale is chosen to prevent this specifically. Numbers are to be tweaked, so it may be -1Q in two weeks at Q30, for example, if -1Q a week is too much. It's not about destroying what people had, it's about people settling at the level that represents their activity. They aren't going to be hurt by sudden decrease of Qs, because they couldn't get to that Qs (by themselves) in the first place. Until they have sharply reduced their activity, of course. And until they've got too elaborate thing from somewhere else.Rexz wrote:I can argue that progressive decay can still hurt newer players that are up against people dedicated enough to nolife their way toward having better gear and stat than them.
By whom? The gap between casuals and top would be smaller, much smaller. My idea is to "wrap" (or "warp"?) all the quality race into the range of natural qualities. And I'm not even sure if there is water or forageables over Q100...Rexz wrote:That wouldn't be fun either... because the competitive people are working harder to stay competitive now, and the casuals would still get their ass beat...
You're generalizing a bit too much. I'm not promising to solve all the problems, I'm targeting particular ones. Decreased and rearranged gap would allow some people, who are stopped now by the requirement to make up for the time passed from the start of the world, to compete and engage in activity. Is may be quite a number though, if to compare online counter in the fresh world without the gap and, for example, now with Qs well over 500s.
I don't dispute that the effect exists, but I think it's not the only kind of players. While some of them really prefer to grow numbers, i.e. to engage in a race of numbers, it's not a universal trait. And a persistent-world MMO very, very badly combines with a unilateral race. At best it would need huge amount of devs' work, mostly new content for new levels of race while ditching content made earlier because of becoming "irrelevant".Rexz wrote:In term of the psychological effect that stat/quality decaying and/or staying stagnant have on players, I still stand by it;
It may be a good way to balance mid and top, but it isn't a way at all to balance players' items and nature, or to balance basic starting point and an actual level of Qs.Rexz wrote:I would like to hear more from you why an effective curve isn't a good way to balance and even out the playing field between midgame and endgame players.
I get your reminder, and want to point I didn't suggest here anything about obtaining items.DPblH wrote:Just want to remind that top quality isn't comes from nowhere. Well organised groups of people put a lot of effort into their industry. And everytime noobs comes into H&H they wants everything here and now.
Then I wonder how you found out that there is no problems for anybody in any circumstances. And how you ruled out the possibility that the cost of some "no problem" way may be not worth the result.DPblH wrote:There is nothing to fix here, just go and play. There is no problem get decent character at this stage of world.