A serious attempt to analyse W5LP

General discussion and socializing.
Defilez
Posts: 3
Joined: Sat Feb 05, 2011 9:22 pm

Re: A serious attempt to analyse W5LP

Post by Defilez »

I have to agree with OP. This new system seems to have sucked the life out of H & H for me, and if anything feels even more grindy.
If the biggest issue was people grinding buckets or dowsing rods would nt have not been a better solution to remove LP say on easy craftables? That way we could still earn lp for hunting, or helping to build the village palisade, or the new guys cabin etc.
ImpalerWrG
Posts: 470
Joined: Tue Feb 02, 2010 10:17 am

Re: A serious attempt to analyse W5LP

Post by ImpalerWrG »

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.
Last edited by ImpalerWrG on Mon Mar 14, 2011 8:53 pm, edited 1 time in total.
User avatar
SpiderJerusalem
Posts: 551
Joined: Sun Jan 23, 2011 11:26 pm

Re: A serious attempt to analyse W5LP

Post by SpiderJerusalem »

guys in my village nobody waits.we fish, we hunt, we build, we gather food...

your own fault if you can only have fun by getting LP.I don't mind walking through forest to get strings for my group although I don't get LP for every taproot I pick...
-Bottleneck-
User avatar
sabinati
Posts: 15527
Joined: Mon Jul 13, 2009 4:25 am
Location: View active topics

Re: A serious attempt to analyse W5LP

Post by sabinati »

ImpalerWrG wrote:
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.
the LP went down with the quality. you may be on to something with your reasoning as to why they changed it, only the devs know for sure, though.

Return to “The Inn of Brodgar”