Was discussing this with my friend and we agree that the LP being tied purely to Ess possibly makes essence nodes too strong, especially in a new world where we wont have silly metal.
Original suggestion hidden
We both thought that the LP should go back to being affected by the rms of the qualities, and our two suggestions for the Ess replacement were
1) reduce XP cost, XP cost = base/sqrt(Ess/10)
2) reduce study time, study time = base*sqrt[ (Ess/10 + 1)/(2*Ess/10)]
*formulae are my suggestions: this one is so that at Ess=10 study time = base, but as Ess -> infinity it caps at base/sqrt(2) ~ 0.7*base. A different cap might be desireable, ofc.
I'm leaning towards 2) now that I found a formula that I like, since personally I think XP is a failed experiment.
EDIT/update, thanks to shubla:
I would suggest:
-Make rms affect LP gain
-reduce study time by study time = base*sqrt[ (Ess/10 + 1)/(2*Ess/10)]
-change vit to reduce XP cost by xp cost = base/sqrt(vit/10)
-wear and sub effects should remain the same
Last edited by _Gunnar on Thu Dec 17, 2015 8:05 pm, edited 5 times in total.
I feel like, instead of going back to all three qualities doing the same thing, tweak the magnitude of the effects so that they're all useful.
So, if the LP-multiplying quality is too strong, reduce the multiplier. If the mental-weight reducing quality is too weak, reformula mental weight until it IS useful.
Eventually, all things should have the three qualities have different effects, so we don't want to take steps away from that.
Actually new system encourages you to autostudy.
If you put bat wings in your study, If you dont take them out they will drain all your xp with very little lp gain at the end. So if you cant log on during night to replace it with new one youre going to run out of XP, same on many other curios.
I think idea of vitality effecting to xp cost would be nice.
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I think I agree with you Shubla, updating OP. The mental weight reduction is essentially pointless anyway, and just lessens the importance of int even further.
@Tamalak in the scheme I'm suggesting the different qs do not do the same thing, though.
The point is that LP gain is the thing that is of primary importance, so it should be less regional than the other things, which are nice "perks" but not completely essential.
EXP cost should diminish with wear. Otherwise you're effectively using increasingly shitty curios every time they tick down. Which basically encourages you to toss out worn curios or feed them to alts, encouraging alting, which everyone seems to hate.
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Even if EXP costs do go down with wear (which I agree should happen), EXP consumption overall will rise pretty heavily - as will LP gain. Both values need to be tweaked so we don't speed up the game or run normal players dry of EXP. Like halve the EXP costs and LP gain of curios or somesuch. Or multiply the EXPcost/LPgain by (1 / sqrt(maxwear))
Nice suggestions. I'm not coming out with formulas but indeed wear (it should affect the exp cost) need to be reconsidered as well as mental weight (as in the end it gets no sense for a developed players).
Still after trying the sys out the ess thing doesn't work that bad, for glimmermoss at least (lp decreases respectively to a wear consumed).