sabinati wrote:DatOneGuy wrote:Curiosity system is fucking great.
I just think that it either:
1)Needs to be supplemented somehow, possibly.
OR
2)Needs to be seriously rebalanced, the idea itself is great, but it's implementation here could be better.
i'd be interested to hear what you have in mind re: supplementing it. definitely needs some rebalancing, some of the curios are terrible for their rarity.
For supplementing I had two ideas in general:
The first idea is to have the ability to gain LP the way you did before, but it's impact compared to curios would be very low, this would allow you to gain, but even if you macro'd or something you probably wouldn't reach that same extent.
Limiting this can be done in many ways, the first would be to give an extreme limit to doing both at once, or attempting to do so.
Actually actively doing stuff could require a certain percentage of your attention, or more specifically the amount of Attention you have leftover is what could go towards hunting. This would need some tweaking as an idea because of the fact that INT is infinite while the study only hold 16 slots (something I'm not exactly for per se), some sort of dual nature here where you need to strike your own balance between the two. Overall the total idea is even if you go 0% curios you should be at some loss because your character's all have some sort of mental disease where they cannot focus on the task at hand long enough, and it drifts in/out over time (Perhaps for 5minute bursts your character would get that 100% out of the attention, then for 2minutes he'd be down to 25%, then back for 5, etc)
could use a lot of tweaking, but this general idea should work wonders for people who want to grind not having to just forage, but you could go ahead and hunt and such if you want. You would need to be very effective with your time if you were to forgo being full of curiosities for tihs.
Second, and these are not forcibly separate ideas, I'd like a mix, is to have many more rarer curios (not so rare, they should be doable) like troll skulls.
At the moment the way I see it you can within reasonif you're foraging to the max, and spending what little time crafting you need, keep the best curios on you at all times, minus the few exceptions at the top: Troll Skull, Prince Charming, Rabid Jackalope, River Pearl. It's ridiculous to think you'll be using river pearls every hour at any point. So you have two options, hunt trolls, or hunt Jackalopes+Charmings. One is for pros looking for the super big score, the other for newbies. We need more of these in almost every field. Tree growing, planting crops (Weird Beetroot is shit, why even have it be so stupid fucking rare if it sucks balls), The perfect hole[better or more frequent, atm 'rare', should be 'uncommon'], something for milking cows, etc, etc.
There sould be a simple level of rarity going on and their LP should reflect it.
??? - Extremely Rare (0.009%-0.0001%) (So rare they might as well be one of a kind months into the game, good luck buddy) - Make you amazing Q, 5k+ LP/Hr (Can easily see curios here that might last a week but give you 5mil LP, their rarity and inability to even attempt to be farmed pretty much guarantee they cannot be easily farmed/traded off or such things)
Trolls - Very Rare (0.99-0.01%) (It's a goddamn event at this point when someone finds a troll) - Top Q, 1k+ LP/Hr
Pearls/The Perfect Hole/Woodshaving - Rare (0.99-0.1%) - Great Q, 400+ LP/Hr
Bluebell/etc - Uncommon(1-5%) - Good Q, 300+ LP/Hr
Edelweiss/Glimmer/etc - Common (6%~39%) - Average Q, 100-200LP/Hr
Lady's Mantle - Very Common (40%+) - Low Q, ~-100LP/Hr
Just a general idea, having quite a few more curios in this 'very rare' and 'rare' area, pumping up their points a bit, diversifying them across different actions (Not so heavily focused on foraging, a lot BETTER hunting curios, currently shit ; If it goes together with the other system not necessarily a bad thing though!), bringing in the possibility to farm for everything uncommon or lower without too much hardship (Bluebells/flotsy while not so common, are able to be 'farmed'), 'rare' items you may have harder time farming (Despite Pearls being 1% they are here because oyu also need to find mussels to even see 'em, etc). Trolls, and other things should be very 'rare' spawns or what have you so that they are much harder to obtain, almost impossible to farm (I mean you can troll hunt, but your results probably won't be great, have you heard of any successful troll farmers? Don't think so).
Anything past that will be extremely rare, perhaps you can find it in nodes like gold/silver, good luck finding one much less two (Fuck you Roadville!), in this right here we might see something like rare gems (HINT HINT told this would possibly happen in W3), maybe some obsidian, let's say for `mined ultra rare curiosities`, now on their own these would be fine and dandy, but they might serve purposes other than just curiosities as well.
Wouldn't it be neat if you had to choose between "Damn I could jump 5mil LP...", using a diamond, or putting on the edge of your sword and becoming stronger, or adding it to some jewelry to give extra buffs? Having more 'dynamic' items in this way would be great, at the moment some of the stronger items seem to serve a rather singular and limited scope in this manner. "Troll bones? Not using it for bone saws? Stupid faggot lol".
Depending on your 'skill' and perhaps your LP (character's skill) you could match 200~ LP/Hr per slot the curios would offer (no idea how much this would add up to in general actually per hour), but the chances of you ever getting far enough to get enough LP/Hr to challenge a full set of 'Rare' curios, or anything past it is damn near 0.
I really like the idea of some of them appearing in nodes of sorts, weird beetroot may infect other beetroot nearby, or replanted weird beetroot may have a higher chance at yielding others (0.1%->2% if it came from within 5 generations of a weird).
Anyways, it's 11AM and I haven't slept all night, I'll clean this up when I wake if it makes no sense.

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