I like the new LP-system

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Re: I like the new LP-system

Postby Tamalak » Mon Mar 14, 2011 5:56 pm

Potjeh wrote:Don't you need lumberjacking or something for them?


No. They're sticks and cones, you can make them immediately. Unless you're stuck in an area with only light forest.
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Re: I like the new LP-system

Postby yummy » Mon Mar 14, 2011 9:07 pm

Well, I kinda understand that this new system sounds distressful for old players. A wipe of more than 30 hours of in-game played characters is always kinda painful.

Now that I've played my first day in world 5, I've kinda sorted out the ups and downs of this system.
The immediate positive is that grinding is balanced between world interaction and item creation to a certain level (particularly for beginners with the most basic objects) and considerably cuts the bot-like basket grinding.
The player might also want to discover new lands, new objects (provided he has enough exploration*perception points) and this might have been the objective to this new system.

The downside is that due to this, there is no incentive to create items unless they give LP, because there is no immediate to long-term benefits besides using these items to cycling tasks. Less bucket grinding, but more overspecialized item grinding. At least, they'll be produced only once.

The result would be that new buildings or new objects would become scarce, and because in this game LP gains are one of the main objective to get "advanced technology" and strategies, only strong communities would be bound to develop to reasonable states.

However, there's no information in-game whatsoever that would prove me entirely right. In world 4, PER*EXP was the key and this world isn't exactly the same.
Just the two first hours of in-game experience showed me that raising exploration "like good old days" doesn't work since you have to discover new objects by yourself to gain new achievements (new techs).
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Re: I like the new LP-system

Postby sabinati » Mon Mar 14, 2011 9:20 pm

nah, exploration is still totally the best thing to raise early on
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Re: I like the new LP-system

Postby Potjeh » Mon Mar 14, 2011 9:22 pm

You need some people to specialize in different things, though. Can't make much of a leather ball with just exploration.
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Re: I like the new LP-system

Postby hungrycookpot » Mon Mar 14, 2011 9:57 pm

Did anyone consider that this almost totally and completely fucks over hermits?
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Re: I like the new LP-system

Postby Potjeh » Mon Mar 14, 2011 9:59 pm

Did you consider that this is a multiplayer game? Yeah, you're screwed if you don't trade with anyone, but I don't see any problems with that.
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Re: I like the new LP-system

Postby Tamalak » Mon Mar 14, 2011 10:03 pm

You're not screwed but you do have a poorer quality of life. I'm sorry you can't live alone in the howling wilderness and still get a fine steampunk frock and dine on caviar every day.
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Re: I like the new LP-system

Postby saltmummy626 » Mon Mar 14, 2011 10:12 pm

hungrycookpot wrote:Did anyone consider that this almost totally and completely fucks over hermits?


You know, thats the argument put forth towards most of the changes like this? has anyone noticed that?

anyways, the one thing I did realize, with some help from a friend of mine, is that the trading of useless trinkets for goods or other useless trinkets is going to be fairly prominent. say, your village has got some really badass cow cones, the village down the river can barely squeeze the fuckers up to q 10-20. they have a really good explorer, who can find good stuff easily, so you work out a deal, trading your cow cones, bark boats, and primitive dolls to these chumps for their la- I mean, uh WWW!

I haven't been reading the announcement too much on account of the fact that it gets used so much and I cant keep up, but does quality increase the LP gains from curios? I heard it did.
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Re: I like the new LP-system

Postby sabinati » Mon Mar 14, 2011 10:33 pm

it does
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Re: I like the new LP-system

Postby jorb » Mon Mar 14, 2011 11:06 pm

I'm playing solo and I don't feel very fucked over.
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