Curiosity Tedium, and how to fix it

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Curiosity Tedium, and how to fix it

Postby beardhat » Sun Mar 21, 2021 6:46 pm

One of the more tedious parts of this game is curiosities, and the more you keep advancing the tech tree, such as the glass rework, the harder it is to make curiosities in bulk to keep your characters study desk full

It requires a ton of upkeep, and makes it so if you want to play this game long term, it becomes troublesome to play, and even more so to come back when you quit when you only have maybe at most 40s in 1-2 skills, ect.

What I suggest is a curio rework, simply put, make it so curios don't consume when finished, instead, it cycles again, HOWEVER, curios will reduce in quality every cycle all the way down to 10, this would require a lot of rebalancing of numbers and to make quality matter more when it comes to curios, this way active players still get an advantage because they're constantly updating their study table with higher quality curios and replacing degraded ones, for example, each world instead of us having to go and gather multiple cupboards full of dragonflies each reset, we only need to go gather a handful of quality ones.

With the system outlined above, high consumption curiosities like cone cows will still require you to create more of them if you want to keep a high LP/H with quality, but because it cycles faster then other curious (30 minutes) it degrades faster as well, but on the flip side if you're a more casual player and decide to take a break, when you come back you're not 100% gimped.
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Re: Curiosity Tedium, and how to fix it

Postby Vydrion » Sun Mar 21, 2021 7:03 pm

Bump.

I really like the idea of reworking curios to help newer / less active players catch up.

Q decrease or perhaps study charges (A curio can be studied multiple times) seems like an interesting idea,
but afaik isn't curio creation a huge resource sink in the game, and aren't late-game players already stuck with tons of materials left unused?

I feel like some brainstorming & player feedback would be necessary to prevent game-breaking changes
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Re: Curiosity Tedium, and how to fix it

Postby vatas » Sun Mar 21, 2021 7:22 pm

Jorb tried giving curiosities "wear" all the way back in 2015 and they had to revert it. Admittedly it had lot to do with tri-quality system making lots of existing curiosities (or nodes that they relied on) useless, as instead of decent curio you could study once, you might end up with crappy curio you can study more times or takes less INT (which could be neat for some curios but I personally remember one of my Glimmermoss spots becoming much, much worse because of this.)
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Re: Curiosity Tedium, and how to fix it

Postby shubla » Sun Mar 21, 2021 7:35 pm

Yeah we had something like this but they reverted it because people hated it. Tri quality system may have been the primary reason for that, though.
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Re: Curiosity Tedium, and how to fix it

Postby beardhat » Sun Mar 21, 2021 7:46 pm

Yeah I remember the wear system, but that was more jank and more tedious.
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Re: Curiosity Tedium, and how to fix it

Postby Kamekono » Sun Mar 21, 2021 7:55 pm

If you're "taking a break" the issue will be the lack of experience points.
That's what always happens to me. I come back playing, with a bunch of LP from the last curios I had in the table, and 0 xp to study new ones.
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Re: Curiosity Tedium, and how to fix it

Postby Apocoreo » Sun Mar 21, 2021 8:56 pm

Just make all curio's cost more but also provide more LP. Boom more time to play the game how you want to.
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