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TeckXKnight
- Posts: 8274
- Joined: Tue Jul 13, 2010 2:31 am
- Location: How Do I?
Re: Equal LP/h/slot for all curios
Weight is meaningful in the early world and it's a solid week or two before most players are able to reasonably ignore it. Not every system needs to last the entire game -- we can have systems that serve their purpose and then cease to matter as players overcome their challenge. Experience has been very hit or miss though, yes. Some players get utterly fucked while others haven't dropped below 10k. I think it needs to average itself a little bit better and be a bit smarter as a system. Like I said, a good experiment and potentially worth pursuing further.
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sabinati
- Posts: 15527
- Joined: Mon Jul 13, 2009 4:25 am
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Re: Equal LP/h/slot for all curios
No shit but you can study more than 1 at a time so they can't all be the best onePotjeh wrote:A curio with higher LP/h/slot is strictly superior to one with lower, no matter how you arrange those other stats.
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shubla
- Posts: 13041
- Joined: Sun Nov 03, 2013 11:26 am
- Location: Finland
Re: Equal LP/h/slot for all curios
Bad idea.
Its good that we have different tiers of curios.
Some of them are hard to get like river pearls, but their LP/H/slot ratio is very good.
Its good that we have different tiers of curios.
Some of them are hard to get like river pearls, but their LP/H/slot ratio is very good.

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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Equal LP/h/slot for all curios
No, instead there is the best set and anything not in it is useless.sabinati wrote:No shit but you can study more than 1 at a time so they can't all be the best onePotjeh wrote:A curio with higher LP/h/slot is strictly superior to one with lower, no matter how you arrange those other stats.
As for pearls, they were the worst thing in Haven before fate made them virtually nonexistent. Them and bluebells were the main driving force behind botting.
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NaoWhut
- Posts: 4852
- Joined: Sun Aug 30, 2009 11:55 pm
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Equal LP/h/slot for all curios
So what other solution is there that doesn't take dozens of devhours to implement? It's not like they don't have any critical features to work on.
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BoxingRock
- Posts: 225
- Joined: Wed Aug 26, 2015 3:45 pm
Re: Equal LP/h/slot for all curios
God, don't encourage them to adopt terrible lazy ideas like this. The original Curio-Quality update was a fine way to sort of offset the benefit of botting, it was just a shame because they put little-to-no thought in to rebalancing the curios when they did this. If they simply re-adopted the original fix and made foreagables better in their own right, while possibly nerfing some craftables, I believe it could be a lot of balance to the study system.
"Not to say that we're in any way perfect, but for the most part, what you call "lack of communication" is simply reflective of how we develop." - loftar
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Equal LP/h/slot for all curios
What crucial role does having a wide spread of LP/h/s values have, anyway? Adding complexity just for sake of complexity results in Salem.
We should apply this principle to the triple q system too.
(perfection is attained not when there is nothing left to add, but when there is nothing left to remove)Antoine de Saint Exupéry wrote:Il semble que la perfection soit atteinte non quand il n'y a plus rien à ajouter, mais quand il n'y a plus rien à retrancher.
We should apply this principle to the triple q system too.
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Patchouli_Knowledge
- Posts: 2248
- Joined: Mon Jun 20, 2011 1:57 am
Re: Equal LP/h/slot for all curios
Simplifying the system like that isn't perfection, it is tedium. It also reduces curio hunting to whatever is the most convenience. Why bother hunting one curio when you can just mass produce another which does the exact same thing.
One thing I would like to change is the huge viability range of the curiosities especially for the effort put into them. No one is going to touch a horrible curiosity no matter how easy it is to get. The really good ones should have some sort of drawback to warrant such as =-huge=- attention requirement (coughwhalecough), very bulky space wise, or require an elaborate procedure to produce, etc. Ideally, I believe that the curiosity system should involve you trying to make a decision on what curiosities out of a wide variety to choose from with most of them viable in one way or another rather than making them reimages of each other. The current system just needs tweaks in numbers for this to work but in small increments so that the balance isn't shifted so suddenly.
One thing I would like to change is the huge viability range of the curiosities especially for the effort put into them. No one is going to touch a horrible curiosity no matter how easy it is to get. The really good ones should have some sort of drawback to warrant such as =-huge=- attention requirement (coughwhalecough), very bulky space wise, or require an elaborate procedure to produce, etc. Ideally, I believe that the curiosity system should involve you trying to make a decision on what curiosities out of a wide variety to choose from with most of them viable in one way or another rather than making them reimages of each other. The current system just needs tweaks in numbers for this to work but in small increments so that the balance isn't shifted so suddenly.

-=The law of inverse desire=- The chances of dropping what you want is the reciprocal of how much you want it.
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Equal LP/h/slot for all curios
So when would you ever choose not to study abbaci or bronze steeds? After you spam some int food (piss easy with an established base) none of those other stats matter. The main concern here is really pearls, though, because apparently fate is getting the axe. Thus forage botting will be mandatory after the reset. Or does nobody remember the last couple of worlds?

