A very general idea, but what does everyone think about a magic spell to remove softcap on one crafting/building action.
As I noticed, maybe misread on this, a very high softcap can actually increase material quality (what making bark boats with q10 materials). To prevent this glitch, perhaps the magic spell does something like hardcap on the lowest quality used, irregardless of players attribute. I'm assuming the cost will be something similar to gilding with increasing costs to scale as the quality of your target goes up. That way trying to produce something with q100 is exponentially more expensive than producing something with q50.
The main purpose of this spell will help newfound players make "somewhat" ok quality that allows them to focus on skills such as harvesting, hunting (labor intensive, lol) and later on as their character develops, they can finally focus on crafting skills (etc. and so forth.) Most likely players would use it to produce q40-60 objects where they otherwise would take a bunch of foraged q80 materials and produce something q20-25.
Let me know what you guys think and suggest, I am a very new player but thought about this during an exam on Lewis two-sector model.
-
Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: A high-cost magic spell to remove softcap
Exploit I see is that it would massively reduce the time to get hq bone saw from cheesed animals as skills wouldn't matter when making it, boosting the quality progressing to an even more broken higher speed as it already is.
FYI: skill softcap isn't able to raise the quality over the quality of the ingredients, only to lower it when the skill isn't high enough.
FYI: skill softcap isn't able to raise the quality over the quality of the ingredients, only to lower it when the skill isn't high enough.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
-
arcolithe
- Posts: 126
- Joined: Wed Nov 15, 2017 4:48 am
Re: A high-cost magic spell to remove softcap
I think the purpose of it would be to massively reduce time to get "decent" quality tools and buildings for new or inconsistent players. The cost would be an exponentially increasing experience costs. So Producing a q100 bone saw would not be double the cost of a q50 bone saw, for example it may be 12 times the cost (similar to how increasing well-water quality works, but perhaps at higher rate)Granger wrote:Exploit I see is that it would massively reduce the time to get hq bone saw from cheesed animals as skills wouldn't matter when making it.
FYI: skill softcap isn't able to raise the quality over the quality of the ingredients, only to lower it when the skill isn't high enough.
ah, I must have unintentionally used a high quality material for that bark boat incident, thanks for correcting me.
-
Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: A high-cost magic spell to remove softcap
Well quality spell raises by some points (5-8 iirc) for a fixed cost (that doubles each time you use it on a well), regardless of the well being q10 or q150.arcolithe wrote:So Producing a q100 bone saw would not be double the cost of a q50 bone saw, for example it may be 12 times the cost (similar to how increasing well-water quality works, but perhaps at higher rate)
Throw in some numbers please, it seems I still don't get the point.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
-
arcolithe
- Posts: 126
- Joined: Wed Nov 15, 2017 4:48 am
Re: A high-cost magic spell to remove softcap
I will attempt to standardize it to the function for "Abilities"Granger wrote:Well quality spell raises by some points (5-8 iirc) for a fixed cost (that doubles each time you use it on a well), regardless of the well being q10 or q150.arcolithe wrote:So Producing a q100 bone saw would not be double the cost of a q50 bone saw, for example it may be 12 times the cost (similar to how increasing well-water quality works, but perhaps at higher rate)
Throw in some numbers please, it seems I still don't get the point.
For the Stealth level, notated as (S), raising the skill to 2 costs 200 Learning cost, notated as (L). 2 to 3 costs 300, 3 to 4 costs 400... giving a cost function of {Learning points required }= 200+100*(Preceding Ability Level)
Or L(S) = 200+100(S-2) => such that 34->35 should cost L(35)=200+100(35-2) or 3500, and this seems consistent.
If the same function is applied to this spell, the cost function will look something like this
Experience cost notated as E, and minimum material quality notated as M. With base cost of 1000 for starting the spell:
E(M)=1000+100(M), meaning Q50=6000 experience, Q100=11000 experience.
This is not what we want, we want an exponential increasing cost.
So the cost function could look something like
E(M)=1000+10m^2 such that Q50 = 1000+10*(50)^2 = 25,100 points, Q100=1000+10*(100)^2 = 101,000 experience points.
Q200 would be 401,000 experience points.
although the data is unavailable to the player base, calculating with average experience gain relative to learning cost gain in respect to time spent playing the game, a robustness check can be performed to see if experience points can be exploited to produce, for example: q150 craftables through farming and saving experience points versus the linear combination of abilities required to achieve softcap of 150. Even if you set it equal, the single-use high experience cost shouldn't be the desired option for players.
-
Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: A high-cost magic spell to remove softcap
If it is undesireable in any case, what would be the motivation to use the spell (at all) in the first place?arcolithe wrote:Even if you set it equal, the single-use high experience cost shouldn't be the desired option for players.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
-
arcolithe
- Posts: 126
- Joined: Wed Nov 15, 2017 4:48 am
Re: A high-cost magic spell to remove softcap
Granger wrote:If it is undesireable in any case, what would be the motivation to use the spell (at all) in the first place?arcolithe wrote:Even if you set it equal, the single-use high experience cost shouldn't be the desired option for players.
Apologies for the tl;dr. My life revolves around reports.arcolithe wrote: The main purpose of this spell will help newfound players make "somewhat" ok quality that allows them to focus on skills such as harvesting, hunting (labor intensive, lol) and later on as their character develops, they can finally focus on crafting skills (etc. and so forth.) Most likely players would use it to produce q40-60 objects where they otherwise would take a bunch of foraged q80 materials and produce something q20-25.