stickman wrote:Going up by a percent is the issue. maybe it should be a fixed value instead... or as other have said a lower % to slow it down.
I just hope whatever solution you choose makes it so regular folk can still be competative with botters/major villages...
phoenix wrote:What's goal of rework spiraling with quality? For 2 years quality 4-5k? And 10-100 ql it's 1000% up in 1st month? Next comparable up is 1k ql and 10k. How fast is was? Most of what they write here, buyers of high-quality metal on the market. But give out great tips here. And those who work with spiraling, they really worked very hard. And they again will hardworking and all other again will cry.
stickman wrote:Going up by a percent is the issue. maybe it should be a fixed value instead... or as other have said a lower % to slow it down.
MagicManICT wrote:phoenix wrote:What's goal of rework spiraling with quality? For 2 years quality 4-5k? And 10-100 ql it's 1000% up in 1st month? Next comparable up is 1k ql and 10k. How fast is was? Most of what they write here, buyers of high-quality metal on the market. But give out great tips here. And those who work with spiraling, they really worked very hard. And they again will hardworking and all other again will cry.
What's the top quality of carrots you're farming? Should your metal industry exceed that by such a huge margin? No, I think not. Spiraling was added way back when (w2, w3? I forget) so that metal products would have a chance to raise quality like most everything else instead of being stuck at q10 (ore was all q10 when mined then). It's not being removed. It's going to get--not a nerf-bat, i'd say because it's coming really hard, i think--a serious balancing with all other aspects of the game. The question presented to us here is "how much should it get." Should anything else change to make life better in this process while it's being changed?
I think some of this can be balanced out in the first month or two of the world as long as metal qualities aren't exceeding ore qualities by much. If it gets nerfed a bit too hard, it's easier to bring it back up a little than if it doesn't get nerfed enough.
LostJustice wrote:6.) People argue metal is broken and that it shouldn't exceed your crops but I also argue shouldn't your crops not exceed your metal? This argument doesn't make sense. If you nerf metal, there is other things to spiral. Would those be broken too because of high quality? No one seems to touch that topic and to look at metal as the only main spiral is condemning because if it isn't metal leading the spiral than it will be other things that spiral and we will be back in this same topic again just with crops or trees or clay.
Granger wrote:LostJustice wrote:6.) People argue metal is broken and that it shouldn't exceed your crops but I also argue shouldn't your crops not exceed your metal? This argument doesn't make sense. If you nerf metal, there is other things to spiral. Would those be broken too because of high quality? No one seems to touch that topic and to look at metal as the only main spiral is condemning because if it isn't metal leading the spiral than it will be other things that spiral and we will be back in this same topic again just with crops or trees or clay.
FYI: I did, here and in other places.
But some claim to need numbers growing endlessly and as fast as possible, else there would be no fun at all
Granger wrote:I see the following problems with metals:
The increase on a critical hit is a percentage (if the comments in this topic are correct), this results in quality increase following an exponential function. Same as in RL this looks quite harmless at the beginning... but a little while later, as soon as the numbers have increased over a certain threshold, the function takes off.
Then the quality of the resulting product in smithing is averaged with the quality of anvil and hammer. This has for the problems of being able to cycle an item repeatedly (as is possible with cast->bloom->cast) will move its quality quickly toward that of anvil/hammer within a few rounds, when adding in the % increase from the critical hit chance it's (statistically) easy to end up with a way highter quality than these, rebuild them, repeat - and that having reached a high quality anvil+hammer one can endlessly stamp out quality metal items from no-quality metal.
My suggestion is to turn all quality modifiers that are not consumed in an item transmutation - at least all objects (like anvil/herbalist table/compost bin/loom/...) but possibly (not really certain about that) also the items used (smiths hammer, axe, saws, treeplanter pots) - into softcaps (so these can't raise ingredient quality anymore) and all quality formulas (for crafting, but also for things soil/water/seed in the tree formula) that still use arithmetic means into using geometric averages.
Sure, this would both cut down speed of progression (as a single high quality ingredient would increase the result less) and couple the maximum achievable qualities (eg. for trees as the herbalist table wouldn't boost the result anymore) tighter to the qualities of the resources that can be extracted from the world - but that would be a good thing as IMHO Haven works quite well until the moment it reaches the point where the exponential functions take off, then it starts to fall apart.
loftar wrote:Correct me if I'm wrong, but it seems like the implied argument is that the strongest players will stop playing actively and therefore decay, allowing others to catch up.
If that is so, wouldn't the others be able to catch up anyway, given that the strongest players aren't playing actively?
pppp wrote:If your motivation to play is grinding qualities endlessly up then you need unbound growth. If too high qualities disturb game balance and you want easier catch-up, you need bounded growth.
If you want both bounded and unbounded q growth at once, which is not logical, you need some system to push qualities back, be it quality decay or some other global dev-magic quality pushback.
Pick your poison, please.
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