YoukaiMori wrote:AnnaC wrote:The problem with the idea of "natural" LP gain from actions themselves is the balance between the ease of an action and the LP gained. This was why there was so much trouble with the old system; actions would be performed not for their intrinsic economic function but in order to gain LP. The curio system overrides this and makes actions worthwhile for their economic value alone. The only relationship is the economic actions to produce curios, which is relatively limited compared to the economically null actions you'd do in previous worlds just to maintain a good LP growth rate (like murdering herds of aurochs and mouflon you don't want or need the products from for the good quick LP gain).
It's not the best system, sure, but it's much better than an LP-per-action system, on all accounts. The only way an action-based LP system would be viable would be if LPs were not freely spent and would only be related to the skills and proficiencies that are related to the action itself. I think ideally a system like this would be the best, but that would take a lot of new design considerations and a lot of balancing in it's own right as well (not to mention a balance between useful products and practice junk for improving such proficiencies).
I'm not sure you realize this, but every problem you have with the old system in this post applies to curios. Objects that weren't worth anything before are worth even less because now they don't even give you LP, if you're saying they were only ever made for LP, they aren't somehow worth more because they don't give LP now, I'm not sure how you could even think this is the case. You would rather see animals go completely ignored because people no longer want or need anything from them at all (A content issue, not an LP system issue) than see people hunting those creatures for LP? While I've never left anything besides foxes or boars just lying around (And usually I skinned the boar) I'd rather the creatures have SOME use than none at all.
You also go on to suggest a "grind one skill to level that skill" system which is the worst possible system in any sandbox game and is most of the reason sandbox games die quick. Nobody wants to spend 50 hours smithing a sword to be able to make a slightly better sword with no other way to do it. Can you imagine leveling marksman in a system like that? How would you even raise Exploration? Etc
Quick. List every curiosity that's actually worth something in trade. From what I can see in the trading section, I can name them for you!
Pearls, bluebells. Tell me how that "economy" is better than before.
Pearls and bluebells are only economically prominent because their potency and portability. Chantrelles and blueberries still have trading potential as well. The only items that are entirely worthless nowadays are Inkweed mainly, because the cartography system is worthless and you only need to make Party Hats once in awhile. Even Bloodstems, poppy garlands are a consumable so have sporadic demand for them. Yes, the curio system has justed the economy somewhat, but I think automated forage botters, and the general change of community from sporadic power blocs to global-spanning grief and troll gank squads making manual foraging more dangerous, have been stronger factors in pushing this inflated economy more than the curio system itself.
Also, the fact that barter stands haven't been updated to recognize half the new items since World 5 as payment options, greatly diminish this. (For example, I'd love to sell products for Lady's Mantles, Brambles, and other basic foraged curios that are relatively prevalent in my area but I don't go out foraging because of various social concerns.) There is only so much I can sell for blueberries, chantrelles, and nettles, the basic mass foragables that cooks will always need in any world of Haven.
And yes, I would rather see animals go ignored if their products are unused than having to boat around any river system in a grassland and having to see decaying carcasses every five feet like before because nobody would use the products because nobody needed q10 beef and cow skin and only took the time to kill the animals for the LP.
I only suggested the "grind a skill to level that skill" as a useful methodology for an ACTION BASED LP GENERATION SYSTEM WHICH YOU PROMOTE, WHICH IS WHAT GRINDING IS. You're the one wanting to perpetuate grind. There is no grind now apart from raising product quality, you're just a powergaming baby who needs instant gratification with your numbers going up which is why you can't stand the curio system, because while you play you don't get constant reminders that your character's numbers are increasing.
Hearthlings: Marona; Chamberlain (retainer alt), Vincavec (shaman of the Dryad Wells Forest)