Thurrok wrote:Curiosities and whatnot - Sounds Fun!
Less LP per more stuff made - Sounds more like a macro police measure. Add more stuff to do instead of taking away the only option to gain LP. And NO, I don't mean add another wooden item you can alternate, like cutlery - bucket - loom. Maybe a fixed exploration system that actually awards reasonable things like mapmaking. HELL, make mapmaking LESS realistic by uploading them to some Mqrius-like central DB, while having the option of making a personal map or contributing yours to a central one. Add LP to that and noone will ever grind buckets anymore.
ImpalerWrG wrote:In principle this idea isn't that new, diminishing returns have been done before and they can at the least make the grind more or a 'rainbow of grinding'. As people have mentioned your just forcing the grinder to switch tasks repeatedly if the LP point is usable to advance anything. Rather then grind buckets to be an uber player killer i can grind a combination of buckets, plows, looms, dream catchers, baskets etc to get to the same point. Diminishing return system have to be combined with a 'get-what-you-do' approach or it won't fundamentally solve the problem.
Also any change in the LP system should eliminate the distinction between purchased one-time skills, and the 'skill groups' leveled up values. These two systems are a terrible mishmash. I propose that skills be organized in a Hierarchy with categories like carpentry containing sub-categories such as 'Cooperage' (the art of making water tight vessels from staves) which yield individual 'leaf' recipes like 'bucket', 'barrel', 'butter-churn'. When LP is acquired for performing an action the LP is distributed down the tree from leaf to root with all the skills having a value. The effective 'level' of a skill is actually an aggregate of the leaf skill and all of its parents back to the root. This means their would be two ways to get good at anything 'grinding' solely that action (a technique no one would dispute) or acquire a deep and broad understanding of similar tasks such that you can 'wing-it' when presented with the similar task.
These are both excellent examples of the basic concept I was hitting at with my first post. Namely the "Hierarchy" system you talked about Impaler. It would be an unlikely change, but it's still a cool idea.