Foraged curios are dwarfed by crafted curios every world, and after a certain point, character progression becomes incredibly quick
Bluebells aren't seen as being worth it at this point because the current crafted curios are much better, and the infinite grind just sets the top factions ahead of everyone else for as long as they're willing to keep playing
As a trial run, it might be interesting to set a standard quality for all crafted curios (maybe buff them all by 5-10% across the board first) to slow down the progression of character stats in general and then reinplement stat caps (cap around 450-500). Yes, progression will slow down along with qualities in general for quite a while, but I feel that it would be needed to prolong the world's length and to avoid making the stat-cap too easily attainable.
Credos have been nice for character development and for spreading out that development over time, but I still feel that crafted curios and infinite caps are hurting the game more than helping
idk lel
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jordancoles
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Remove item qualities from curios and add stat caps again
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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SacreDoom
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Re: Remove item qualities from curios and add stat caps agai
I feel like that would cull the development of the game for the average, "non-competitive" player quite a bit. It could provide some benefits to trading, but it limits the utility of quality.
I'd rather have forageables buffed; since bluebells, etc. are so rare it'd be nice if they were really, really good curios, instead of middling, like they currently are. I'd also like to see some sort of tools introduced, like a forager's knife/sickle, perhaps requiring the forager credo to unlock, which influences the quality of foraged goods (in the same way that a saw affects boards, sqrt(sickleQ*baseforageableQ) ), on top of making foraged goods have much higher baseline FEP/LP buffs.
I'd rather have forageables buffed; since bluebells, etc. are so rare it'd be nice if they were really, really good curios, instead of middling, like they currently are. I'd also like to see some sort of tools introduced, like a forager's knife/sickle, perhaps requiring the forager credo to unlock, which influences the quality of foraged goods (in the same way that a saw affects boards, sqrt(sickleQ*baseforageableQ) ), on top of making foraged goods have much higher baseline FEP/LP buffs.
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ricky
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Re: Remove item qualities from curios and add stat caps agai
I dont know if i agree that curios should be static, but i do agree forage resources need to be changed due to their shit tier quality.
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The only thing necessary for the triumph of evil is that good men do nothing.jorb wrote:Ideally the game should play itself.
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Granger
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Re: Remove item qualities from curios and add stat caps agai
The answer of 'buff foraged stuff' to the issue of 'crafted stuff is OP' would only also speedup the early world.
If, at all, it should be the other way around: nerfing the effect that increased quality has on curiosities.
Possibly by reducing the multiplier to 1.5 (instead of 2) for doubling of quality.
If, at all, it should be the other way around: nerfing the effect that increased quality has on curiosities.
Possibly by reducing the multiplier to 1.5 (instead of 2) for doubling of quality.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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jorb
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Re: Remove item qualities from curios and add stat caps agai
I agree that forageables should be helped in the quality race, but I also think we suffer from somewhat inflated qualities this world.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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Granger
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Re: Remove item qualities from curios and add stat caps agai
Not only this world, every world (should it run long enough) will develop this problem.jorb wrote:I also think we suffer from somewhat inflated qualities this world.
It is the unavoidable consequence of infinite growth of character abilities, that then lead to the ability to raise item quality endlessly, first in farming which gives the ability to build workstations that then buff qualities of other products (herbalist tables, trees, wood, clay products, metal) to unhealthy levels - this destroys any chance of balancing the challenges that the world can present to the players, leaving us with a boolean experience between 'quite impossible' and 'quite trivial' (as can be seen in many aspects, most visible with hunting and mining) and a game that is either frustratingly difficult or boringly easy.
Thus: A Plea for Decay (Character).
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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jorb
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Re: Remove item qualities from curios and add stat caps agai
On the other hand, introducing hard caps removes the need to further your base or self at some point, removing a significant portion of gameplay and forcing resets, and decay is boring, so you're just ignoring the problems with your supposed solutions.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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MagicManICT
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Re: Remove item qualities from curios and add stat caps agai
Well, some of us do keep trying to argue for a change in the way progression is calculated in the base mathematics from exponential (x^1/n) to logarithmic. The base values could be played with so that long term progression doesn't start running into a wall until three to six months, and then you could easily push another year onto that to still have some meaningful progression.
Either way, no matter the game, you have to run into some sort of cap; either character death, forced hard caps, or some other mathemagical artificial control. A multiplayer game needs some semblance of balance.
Either way, no matter the game, you have to run into some sort of cap; either character death, forced hard caps, or some other mathemagical artificial control. A multiplayer game needs some semblance of balance.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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DDDsDD999
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Re: Remove item qualities from curios and add stat caps agai
Just nerf the quality increasing factors. Everyone knows metal spiraling is insane, and pretty much all the other industries have been inflated by recent updates,MagicManICT wrote:Well, some of us do keep trying to argue for a change in the way progression is calculated in the base mathematics from exponential (x^1/n) to logarithmic.





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waga
- Posts: 620
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Re: Remove item qualities from curios and add stat caps agai
I don't understand the problem of forageable curios being shit.
Actually I love it that way , I'm not forced to spend 2h a day collecting herbs and other stuff like that ..
I feel my character moved past that point and it's a nice feeling when it happens.
I can spend my time on more interesting projects.
It was a problem when we could stay forever in our village , it's not the case anymore at all.
Quest are OP ( too OP but it's another debate) , I'm out all the time.
For the stat caps ... 500 really ? you can do that in less than two months with a fresh world.
I wouldn't care I guess with 10k , but once I'll reach that I'll stop.
Actually I love it that way , I'm not forced to spend 2h a day collecting herbs and other stuff like that ..
I feel my character moved past that point and it's a nice feeling when it happens.
I can spend my time on more interesting projects.
It was a problem when we could stay forever in our village , it's not the case anymore at all.
Quest are OP ( too OP but it's another debate) , I'm out all the time.
For the stat caps ... 500 really ? you can do that in less than two months with a fresh world.
I wouldn't care I guess with 10k , but once I'll reach that I'll stop.