sabinati wrote: actually on the test server they lost quality with each cycle and gave LP at the end of each cycle until it reached 0 q and disappeared. i don't know why they changed to this system, but i'm sure they had their reasons.
Interesting, did the LP per cycle remain constant? Say Curiosity X gives 10 LP every cycle and quality just made it last longer with the length being proportional to quality. If that was the case then quality would be irrelivent as you could just keep milling through a large supply of low quality curios and that would be lame as it would encourage a new form of grinding. If on the other hand the LP per cycele was modifed by the Quality level then you would get a high initial rate that would drop off, again you encourage folks to constantly put in fresh curios and discard half used ones, again grindy. I'm sure some reasonable solution exists to the problem, but Devs were in "do the simplest thing that could possibly work" mode. The current system atleast provides no incentive to rapidly switch out Curios for any reason, that was likely the reason for the change.