What you think about: Curios could give a direct increase to a specific stat for example cone cow gives you + survival cat gold masonery ... could work like the food system the higher your stats the more and better q you need for an increase.
So rather than studying only the most LP/h curios like it is now you would study the most relevant for the stat you want to increase.
LP´s for new skills could be earned from questing.
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Granger
- Posts: 9255
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Re: New mechanic for lp and curios
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Thedrah
- Posts: 943
- Joined: Fri Apr 08, 2011 2:20 am
- Location: behind you
Re: New mechanic for lp and curios
what if curiosities gave bonuses akin to equipment. like bonus to masonry for having catgold in study window
would be like giving a new dimension to curios. would make some curios that are fast and high exp meaning while buffing random stuff. so we dont simply choose our curios from a lp/hr scale but what were working on. maybe have some curios have negatives to counter high lp/hr rates
would be like giving a new dimension to curios. would make some curios that are fast and high exp meaning while buffing random stuff. so we dont simply choose our curios from a lp/hr scale but what were working on. maybe have some curios have negatives to counter high lp/hr rates
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Scilly_guy
- Posts: 337
- Joined: Thu Feb 24, 2011 4:32 pm
Re: New mechanic for lp and curios
I like this, could be handy at the start of the world if dandelions and lady birds gave you a few extra exploration points while studying them and mirkwoods gave +surv but -char.Thedrah wrote:what if curiosities gave bonuses akin to equipment. like bonus to masonry for having catgold in study window
would be like giving a new dimension to curios. would make some curios that are fast and high exp meaning while buffing random stuff. so we dont simply choose our curios from a lp/hr scale but what were working on. maybe have some curios have negatives to counter high lp/hr rates
Barkboat +carpentry
Bat wings +stealth
Bear Tooth +ua
Beaver Tail +survival
Bloated Bolete +Exploration
Cat Gold +masonry
Cave dust +masonry
Cigar +farming,+charisma
Cornucopia +cooking,+farming
Crude Idol +masonry
Cruel Splinter +carpentry,-dexterity
Dandelion +exploration
Dewy Ladys Mantle +exploration
Edelwies +charisma
etc
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julian12it
- Posts: 787
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- Location: Topaz
Re: New mechanic for lp and curios
Salem 2.0
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ctopolon4
- Posts: 746
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- Location: mom's basement
Re: New mechanic for lp and curios
not fixed amount of stats (thats too simple and no profit in late game)
better %/chance based bonuses like in credo
here is chance to make some useless curio more important
mechanic with curio sets for each job sounds nice
better %/chance based bonuses like in credo
here is chance to make some useless curio more important
mechanic with curio sets for each job sounds nice
STASON#7865
https://discord.gg/8caX3qH
https://discord.gg/8caX3qH
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ricky
- Posts: 1475
- Joined: Fri Apr 02, 2010 5:00 am
Re: New mechanic for lp and curios
I always thought it would be cool if frequency used curios became "stale" to the player. Maybe the game keeps track of your last 20 curios that you've studied, and for every repeat there's a debuff to lp earned.
I think it just makes sense that if you study dozens of the same curion in a row that you get bored of it
I think it just makes sense that if you study dozens of the same curion in a row that you get bored of it
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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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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: New mechanic for lp and curios
That was a part of Salem. Was a huge PITA. But then, the development system was a good bit different, too, and it needed it to keep people from spamming a LOT of the same cheap stuff to develop.
Otherwise, it's basically satiations for curios, and that's a hated mechanic for the FEP system. Not really sure this would go over that well.
Otherwise, it's basically satiations for curios, and that's a hated mechanic for the FEP system. Not really sure this would go over that well.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.