Remove satiations/hunger and add a global timegate

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Remove satiations/hunger and add a global timegate

Postby jordancoles » Mon Jul 01, 2019 9:46 pm

Timegating gainz might make more sense if there was a global max that increases over time rather than timegating individuals with satiations/hunger. We need a catchup mechanic because the current system limits new people entering the world late and people who are rebuilding after death.

Allow for infinite food consumption like in legacy but set a global bar and raise it slowly over time as people hit the upper limits. Players with stats that are below 25% of the current global max could receive the 300% food bonus. People between 25-50% of the global max could enjoy a 200% FEP bonus, etc.

The players who are pushing the global maximum forwards would have reduced FEP bonus to slow the world progression.

Not sure if good idea or great idea, lmk
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Re: Remove satiations/hunger and add a global timegate

Postby azrid » Mon Jul 01, 2019 10:42 pm

I have an idea that works within the current satiation system.
No need to scrap hunger and satiations for catchup.
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Re: Remove satiations/hunger and add a global timegate

Postby vatas » Tue Jul 02, 2019 11:32 am

This is definitely worth considering.
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Re: Remove satiations/hunger and add a global timegate

Postby Kaios » Tue Jul 02, 2019 11:53 am

Kaios wrote:
MrBunzy wrote:I'd actually like it if combat stats could be capped by gear somehow. It would still technically be an infinite grind, but you would eventually hit the cap and be able to relax/focus on other things like industry.


I've been thinking about an alternative to that lately, what if stat growth was affected globally in relation to the highest stat player(s) kind of similar to how questing was changed? Something like the wider the gap between a minority of players versus the majority increases the rate at which those players on the lower end of that spectrum gain LP and FEP, returning to the normal rate the closer you get to the top and as more players begin to average the difference.

Would also work as a catch-up mechanic I suppose.


MrBunzy wrote:I'm not really a fan of the whole global-catch-up idea. Why should my gameplay be influenced by someone else on the other end of the world who I will never interact with? We already have stuff like diminishing returns for higher relative stats in pvp, and the ever increasing costs of raising those stats. This in theory should stop anyone from getting too far ahead of the average player. If anything, these two factors could just be made more severe in lieu of a cap, so that grinding insane stats gave less of an advantage, or so that it stops being cost effective to raise stats after a certain point.
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Re: Remove satiations/hunger and add a global timegate

Postby wonder-ass » Tue Jul 02, 2019 2:30 pm

azrid wrote:I have an idea that works within the current satiation system.
No need to scrap hunger and satiations for catchup.


just remove satiation RNG its fucking garbage.
see homo sexuality trending,. do not do that.
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Re: Remove satiations/hunger and add a global timegate

Postby azrid » Tue Jul 02, 2019 4:56 pm

Over a large satiation sample size it doesn't matter that much though.
They have been adding drinks to different satiations and doing small fixes to them. You really think they will get removed? No way.
Its better we get a catch up mechanic for stats that works within the system.
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Re: Remove satiations/hunger and add a global timegate

Postby wonder-ass » Tue Jul 02, 2019 5:21 pm

the whole community dislikes satiation rng ive given multiple ideas to keep satiation but make it less rng reliant.
see homo sexuality trending,. do not do that.
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Re: Remove satiations/hunger and add a global timegate

Postby Hasta » Thu Jul 04, 2019 6:43 am

Satiations are bad, and the whole FEP mechanic, though started as good and somewhat original, got fckd up beyond recognition over the years.

But, please, @original poster, stop trying to punish people who started first while catering to casuals with 1 week expiration date. A "ketchup" mechanic, arguably, should be implemented, but not by limiting the high end, but by boosting the low-hanging bottom of the playerbase. As in, "starter things get better and better gradually since the world's start: advanced players don't benefit much from it since they don't use starter content, but beginners just plow through the first steps".
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Re: Remove satiations/hunger and add a global timegate

Postby Granger » Thu Jul 04, 2019 10:44 am

All approaches that don't address that most of the games problems are caused by infinitely growing numbers are doomed to fail and will, at best, only be temporary bandaids for a subset of the symptoms.
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Re: Remove satiations/hunger and add a global timegate

Postby wonder-ass » Thu Jul 04, 2019 2:39 pm

Granger wrote:All approaches that don't address that most of the games problems are caused by infinitely growing numbers are doomed to fail and will, at best, only be temporary bandaids for a subset of the symptoms.


indeed legacy top q was 200 today top quality is already close to 400 and catching up with people that started early is impossible unless they slack off.
making the game less quality grind would be a big step in the right direction. back in legacy you could sell low q cheese/wild animals/sausages it wasnt super valuable but at least it wasnt complete garbage like it is nowadays.
see homo sexuality trending,. do not do that.
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