I'm glad you decided to revert it. I've been noticing a lot of unintended bad consequences from the change.
-LP gains overall would skyrocket, speeding up a game that already only lasts a month or two before endgame
-EXP drains become excessive. I would end up groping Old Man Willow 3x a day
-Need only a small fraction of the curios you needed before to keep your study full, reducing the number of things to do and making it feel like half of the game was removed
-It feels sad and unsatisfying to throw your loyal, worn-out curio on the ground instead of converting it fully to LP
-LP-per-hour became so important that a lot of decidedly un-LARPy calculations became necessary. Before it didn't matter as much if you were throwing in the best LP-per-hour curios in your study because they cleared up again quickly
-Curio variety was reduced, severely. Before I was tossing in uncommon snapdragons as filler, for example, when I had a couple slots to spare while adventuring. With curio consumption high, you're going to run out of the best curios so lesser ones get their time in the sun. With the wear system you just calculate the best lp/hour curios you could possibly get and seek them out, putting in the same ones over and over.
I have an idea for a change that will reduce curio micro without wrecking the economy viewtopic.php?f=48&t=46003
I'm really pleased with how quickly you're able to implement experiments though, didn't you just come up with this 2 weeks back?
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Tamalak
- Posts: 879
- Joined: Sun Feb 20, 2011 12:31 am
Re: Game Development: Seasons Greetings
Last edited by Tamalak on Fri Dec 18, 2015 6:52 pm, edited 1 time in total.
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DDDsDD999
- Posts: 5766
- Joined: Fri Jul 02, 2010 12:31 am
Re: Game Development: Seasons Greetings
I really enjoyed the change. Made character progression more of maintaining a "high quality diet" so to speak, such as is the case with current food progression where you don't eat anything of low quality and rather only eat the most expensive things you can produce for maximum gains. Now it's just scrap together cupboards upon cupboards of decent curios and run your autostudy.
System definitely needed some tweaks, but I thought the EXP cost was fine. People were just too used to chaining mirks.
System definitely needed some tweaks, but I thought the EXP cost was fine. People were just too used to chaining mirks.





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venatorvenator
- Posts: 1066
- Joined: Fri Mar 07, 2014 5:59 pm
Re: Game Development: Seasons Greetings
I don't have an opinion on the reversion, but instead of making curios cost XP, have you considered adding a small XP cost for every e.g. 100 LP points used? I'm assuming curio botting was one of reasons to implement the new curio system.
Xcom wrote:Most good things last only a short time
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nethack
- Posts: 64
- Joined: Fri Sep 11, 2015 9:25 pm
Re: Game Development: Seasons Greetings
I hope the change will come back. It was a really nice change. Doubt it was necessary to reverse it... it would have been very nice to have this system in place during holidays. It could have been adjusted afterwise if time is an issue.
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Pupsi
- Posts: 550
- Joined: Mon Jun 06, 2011 4:31 am
- Location: heheh
Re: Game Development: Seasons Greetings
Big update, big update bla bla... and now we got nothing (On my opinion it was the most important part of update). At least give us Trolls instead of these reverted changes.
w5 Hermit>Road Ville>Horde>RQ
w6 The Sparta
w7 Isla de la tortuga>A.D>CookieVille (not sure if it was w7 or w6)
w8 Amish Paradise
w9 Amish Paradise
w10 Amish Paradise > Maid Cafe (until april 2017)
w11 Funcy Huts
w12
w6 The Sparta
w7 Isla de la tortuga>A.D>CookieVille (not sure if it was w7 or w6)
w8 Amish Paradise
w9 Amish Paradise
w10 Amish Paradise > Maid Cafe (until april 2017)
w11 Funcy Huts
w12
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strpk0
- Posts: 1244
- Joined: Sat Sep 03, 2011 11:44 pm
Re: Game Development: Seasons Greetings
I have a few opinions about your post, I've made them hidden below because I don't want to make this thread look ugly.Tamalak wrote:I'm glad you decided to revert it. I've been noticing a lot of unintended bad consequences from the change.
...
Granger wrote:Fuck off, please go grow yourself some decency.
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venatorvenator
- Posts: 1066
- Joined: Fri Mar 07, 2014 5:59 pm
Re: Game Development: Seasons Greetings
I spawned a new character to test the quest system and there was a mountain patch right on my minimap. Congrats to devs if that was on purpose.

Notes:
- Quest font size could be bigger on the Ctrl+T window.
- "Chip a stone" task still doesn't make it clear what a "bare rock" terrain is. At the beginning of this world the greyish thing on the map looked like snow to me, and some new players might think so too. Maybe trigger a popup or experience saying "you can dig in here" when you get close to one.
But else the quests are a great addition in my opinion.

Notes:
- Quest font size could be bigger on the Ctrl+T window.
- "Chip a stone" task still doesn't make it clear what a "bare rock" terrain is. At the beginning of this world the greyish thing on the map looked like snow to me, and some new players might think so too. Maybe trigger a popup or experience saying "you can dig in here" when you get close to one.
But else the quests are a great addition in my opinion.
Xcom wrote:Most good things last only a short time
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FerrousToast
- Posts: 307
- Joined: Tue Dec 17, 2013 9:36 pm
Re: Game Development: Seasons Greetings
well, just as gameplay mechanic, it is FAR more satisfying and gives much more dopamine response when a curio pops out of your study giving you the sense of completion, rather then having to take it out and despawn it which is just disheartening rather then satisfying. This is a purely emotional argument though.strpk0 wrote: Well, with the old system your "loyal, worn-out curio" simply becomes your "loyal, worn out nothing" after a study cycle. The concept of "wear" prolongs the lifespan of your curiosities, while reducing the LP gain over time. I don't see how curiosities simply dissapearing is a better alternative to them being slowly reduced in effectiveness.

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strpk0
- Posts: 1244
- Joined: Sat Sep 03, 2011 11:44 pm
Re: Game Development: Seasons Greetings
I can agree with that. I suppose something we can take away from this is that it wouldn't be a bad idea to have a toggleable option in the study window to consume your curiosities when a cycle is completed, rather than slowly wearing them out. This way it would hopefully give the players that feeling of completion, while also keeping it convenient for the other players that find the study window as a hassle to maintain, and don't really care much for it.FerrousToast wrote:well, just as gameplay mechanic, it is FAR more satisfying and gives much more dopamine response when a curio pops out of your study giving you the sense of completion, rather then having to take it out and despawn it which is just disheartening rather then satisfying. This is a purely emotional argument though.strpk0 wrote: Well, with the old system your "loyal, worn-out curio" simply becomes your "loyal, worn out nothing" after a study cycle. The concept of "wear" prolongs the lifespan of your curiosities, while reducing the LP gain over time. I don't see how curiosities simply dissapearing is a better alternative to them being slowly reduced in effectiveness.
Granger wrote:Fuck off, please go grow yourself some decency.
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FerrousToast
- Posts: 307
- Joined: Tue Dec 17, 2013 9:36 pm
Re: Game Development: Seasons Greetings
I really like this, perhaps have a lowered exp cost for the wear, or an option to spend a larger chunk of EXP to study the curio to completion and get more LP for the cycle but destroy it when the curio finishes. More feeling of control is always a good thing.strpk0 wrote:I can agree with that. I suppose something we can take away from this is that it wouldn't be a bad idea to have a toggleable option in the study window to consume your curiosities when a cycle is completed, rather than slowly wearing them out. This way it would hopefully give the players that feeling of completion, while also keeping it convenient for the other players that find the study window as a hassle to maintain, and don't really care much for it.FerrousToast wrote:well, just as gameplay mechanic, it is FAR more satisfying and gives much more dopamine response when a curio pops out of your study giving you the sense of completion, rather then having to take it out and despawn it which is just disheartening rather then satisfying. This is a purely emotional argument though.strpk0 wrote: Well, with the old system your "loyal, worn-out curio" simply becomes your "loyal, worn out nothing" after a study cycle. The concept of "wear" prolongs the lifespan of your curiosities, while reducing the LP gain over time. I don't see how curiosities simply dissapearing is a better alternative to them being slowly reduced in effectiveness.

