pyrale wrote:About the mats used, I believe they would simply cap the stuff you build (since you don't directly get a Q80 tree out of Q80 mats either)
"-5/+20" means the random value after the formula is applied, right? or am i misunderstanding you there?
suppose you get all q80 materials and have 80+ farming, then whatever the formula is, the result would be q80 plus the random value, if im correct. then the potential final quality would be within the range of q75 ~ q100. (or q5 ~ q30 if all mats q10.)
pyrale wrote:What I was trying to say here, is that there is no common place between last world's foraging time investment (and even counting the other exploring activities) where a town could run efficiently around 1-3 explorers for 5-10 people and this world's where you NEED many many many explorers to get a good income of LPs until the end of the world (that is, unless you can sell insane ressources to get loads of curios - it's not proved but I doubt a large village can live from trade curio-wise).
i see what you mean.
but what i hear regarding this motivation loss of players is rather, not about having too much stuff to do, but about having not much stuff left to do in game.
on previous worlds, you still played for more LPs. most players were craving for more LPs always.
on the current world, people are left with more than enough LPs they wished and lose motivations to continue playing, e.g. foraging more for own or for their village stock.
as far as i know, those who quit are either "too hard to get LP" in the early stages or "enough LP gained and too boring to continue playing" later. (and this is where i found the "sort-of" similarity of communism/socialism countries' productivity decrease.)