What some are saying basically boils down to:
Don't take away our day one q~205* bone saws made from the cheesed q400 animal, it having only q~63* would make us quit as we need the instant q>100* boards to be happy.
(*=saw made using q10 bough by characters that neither softcap it, the boards, or the animal)
Really?
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Geometric averages to scale down quality inflation
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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pppp
- Posts: 403
- Joined: Sun Jun 20, 2010 7:30 pm
Re: Geometric averages to scale down quality inflation
Really ?Granger wrote:What some are saying basically boils down to:
Don't take away our day one q~205* bone saws made from the cheesed q400 animal, it having only q~63* would make us quit as we need the instant q>100* boards to be happy.
(*=saw made using q10 bough by characters that neither softcap it, the boards, or the animal)
Really?
http://ringofbrodgar.com/wiki/Board
Board Q is already geometric average of log and tool.
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Geometric averages to scale down quality inflation
http://ringofbrodgar.com/wiki/Bone_Saw
The saw itself isn't.
The saw itself isn't.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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MagicManICT
- Posts: 18435
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Re: Geometric averages to scale down quality inflation
I say a change like this should be made simply for the fact of consistency. OR change it all to an arithmetic mean and balance animals, nodes, and other environment qualities around that.
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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Embers
- Posts: 100
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Re: Geometric averages to scale down quality inflation
I personally find that Granger, while trying to suggest a way to slow the quality grind, didn't really think the suggestion through. Mr Granger, what if a tool has more than 2 components to it ( like a metal axe) ? Are you suggesting, according to the geometric mean formula, to use a cubic root? What about any tools that could use four components? What will be the reason for a tool to exist if crafting it above the base (10) quality would take months?
I would personally look not at tools, but at the harvested bones, which are unhindered by hardcaps thus allowing such luck-based-first-day-quality-jump. Whadda you think?
I would personally look not at tools, but at the harvested bones, which are unhindered by hardcaps thus allowing such luck-based-first-day-quality-jump. Whadda you think?
Last edited by Embers on Thu Jan 03, 2019 3:16 pm, edited 1 time in total.
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Geometric averages to scale down quality inflation
Yes.Embers wrote:what if a tool has more than 2 components to it ( like a metal axe) ? Are you suggesting, according to the geometric mean formula, to use a cubic square? What about any tools that could use four components?
That's nonsense, materials >q10 will still end in a result >q10.What will be the reason for a tool to exist if crafting it above the base (10) quality would take months?
The only difference would be that you wouldn't be able to raise the quality that much (compared to now) through increasing only one of the ingredients.
Quality of stuff harvested from skeletons getting capped by the character would be something I could live with. What about you?I would personally look not at tools, but at the harvested bones, which are unhindered by hardcaps thus allowing such luck-based-first-day-quality-jump. Whadda you think?
Speaking of metals:
Some have asked in the past to turn anvil and hammer from being counted as an ingredient (for the quality of the resulting items) into a softcap, which would be even harsher than turning the general formula to a geometric mean as anvil+hammer wouldn't be able to raise resulting quality anymore.
IMHO a good idea, should be done in addition to this suggestion (and for the other workstations with similar functions, like herbalist tables).
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Embers
- Posts: 100
- Joined: Sat May 07, 2016 5:15 pm
Re: Geometric averages to scale down quality inflation
Totally forgot geometric mean has components multiplied! Seems reasonable then.
But hardcapping bones with a stat and softcapping with a tool could be a solution that doesn't require tampering with formulas
But hardcapping bones with a stat and softcapping with a tool could be a solution that doesn't require tampering with formulas
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pheonix
- Posts: 245
- Joined: Sat Jun 08, 2013 5:32 pm
Re: Geometric averages to scale down quality inflation
Fix 1 tick bug
spread ore quality distribution over multiple mine levels 1-20 (q10-20 on level 1 etc)
animal qualities capped by skills initially so we cant find out where highq spots early on.
Ta Da! i have slowed down quality grind massively without fucking over everyone by adding tedium out the fucking ass. Now Granger fuck off back off to starjew valley where you can play an hour a week and be viable. your ideas are based off communistic ideas that more effort shouldn't equal more reward and we must all be equal to satisfy you and all nubs delusions of thinking you have the RIGHT to be competitive against someone who puts in more effort and is generally more skilled/intelligent.
For anyone else who might wonder what right i have to talk, im a hermit and have characters and qualities as high as factions and i know alot of hermits the same, we reached this stage by logging in playing the game we like and supporting the dev team hats/subs etc not posting on the forums demanding the game gets nerfed every day because they quit a few weeks into the world.
spread ore quality distribution over multiple mine levels 1-20 (q10-20 on level 1 etc)
animal qualities capped by skills initially so we cant find out where highq spots early on.
Ta Da! i have slowed down quality grind massively without fucking over everyone by adding tedium out the fucking ass. Now Granger fuck off back off to starjew valley where you can play an hour a week and be viable. your ideas are based off communistic ideas that more effort shouldn't equal more reward and we must all be equal to satisfy you and all nubs delusions of thinking you have the RIGHT to be competitive against someone who puts in more effort and is generally more skilled/intelligent.
For anyone else who might wonder what right i have to talk, im a hermit and have characters and qualities as high as factions and i know alot of hermits the same, we reached this stage by logging in playing the game we like and supporting the dev team hats/subs etc not posting on the forums demanding the game gets nerfed every day because they quit a few weeks into the world.
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AntiBlitz
- Posts: 638
- Joined: Sun Sep 25, 2011 11:43 am
Re: Geometric averages to scale down quality inflation
understandably, grinding is to an extent fun, when you feel the reward and effect of it. However there is an entire part of the game which is lapsed quite quickly in an attempt to grab the content towards the end. I still believe it should take substantially longer to reach these milestones in the game. Tho im not sure this is the way to go about doing it.
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Geometric averages to scale down quality inflation
Interesting, though older, ideas.pheonix wrote:Fix 1 tick bug
animal qualities capped by skills initially so we cant find out where highq spots early on.
I see no point in having underground level 20 with q200 ore.spread ore quality distribution over multiple mine levels 1-20 (q10-20 on level 1 etc)
Regarding your tourette attack I suggest you reconsider your attitude toward users on this forum.
At least be a bit creative when twisting reality by making shit up.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020