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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Geometric averages to scale down quality inflation
Suggestion is to turn item crafting formulas, especially when tools are involved, from using an arithmetic mean (qResult = (q1 + ... + qn) / n) to using a geometric mean (qResult = (q1 * ... * qn) ^ 1/n).
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Ardennesss
- Posts: 1171
- Joined: Sun Oct 06, 2013 4:22 pm
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Geometric averages to scale down quality inflation
My reasoning is it will, among reducing the benefits of cheesed animals through compost bins and bone saws on day one, increasing the time till this.
Care to elaborate your opposition?
Care to elaborate your opposition?
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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DDDsDD999
- Posts: 5766
- Joined: Fri Jul 02, 2010 12:31 am
Re: Geometric averages to scale down quality inflation
Better idea. Use this formula: (qResult = 1) and we never have to ask for world resets.





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TurtleHermit
- Posts: 88
- Joined: Mon Sep 16, 2013 1:37 am
Re: Geometric averages to scale down quality inflation
The question You should ask yourself if after 2 years, such quality is a wrong number because it's too big or perhaps not so big.
From what my friends told me, the only issue is metal Q, not Q of everything that uses some tools to boost Q a little.
As they say, Granger loves to tie wings of every bird, so the jumping fish can reach such bird.
Whether or not, it is true, it is not for me, to verify this.
From what my friends told me, the only issue is metal Q, not Q of everything that uses some tools to boost Q a little.
As they say, Granger loves to tie wings of every bird, so the jumping fish can reach such bird.
Whether or not, it is true, it is not for me, to verify this.
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Geometric averages to scale down quality inflation
This is not about 2 year into an world, but about early game (which, according to many, is the fun part of Haven but sadly way too short).TurtleHermit wrote:The question You should ask yourself if after 2 years, such quality is a wrong number because it's too big or perhaps not so big.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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wonder-ass
- Posts: 2359
- Joined: Thu Aug 01, 2013 7:02 am
Re: Geometric averages to scale down quality inflation
i agree with granger on this one. early game is too short game progress is too fast and then slows down on the unfun part.Granger wrote:This is not about 2 year into an world, but about early game (which, according to many, is the fun part of Haven but sadly way too short).TurtleHermit wrote:The question You should ask yourself if after 2 years, such quality is a wrong number because it's too big or perhaps not so big.
see homo sexuality trending,. do not do that.
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TurtleHermit
- Posts: 88
- Joined: Mon Sep 16, 2013 1:37 am
Re: Geometric averages to scale down quality inflation
The only reasonable way to change that is to prolong greatly wood-age, then stone-age and maybe then, with bronze-age as the only hard metal.Granger wrote:This is not about 2 year into an world, but about early game (which, according to many, is the fun part of Haven but sadly way too short).TurtleHermit wrote:The question You should ask yourself if after 2 years, such quality is a wrong number because it's too big or perhaps not so big.
The issue is, top factions will try to find optimal route to reach the top regardless, which in return, will go down like waterfall onto the rest of playerbase, making us go back to exit, with maybe from half month to full month.
Imo, why early world is fun? New land to discover, need to build up a base from the scratch, while having to discover everything. Moving around a lot to find a good spot for base. Searching up the nodes, killing newbies because your friend take care of everything else and You just can enjoy that bloodbath, until another faction shows up and there might a little fight or not. Imo it's more about mind-setup than actually world reset itself. Discouraging yourself just because world already exist.
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Ardennesss
- Posts: 1171
- Joined: Sun Oct 06, 2013 4:22 pm
Re: Geometric averages to scale down quality inflation
Like the only thing that makes the tedious bullshit in this game worth it is seeing quality increase as a result of your hard work. What you're asking is for people to spend 8+ hours a day grinding quality on this game and getting next to nothing in return, that's not engaging and rewarding gameplay.Granger wrote:My reasoning is it will, among reducing the benefits of cheesed animals through compost bins and bone saws on day one, increasing the time till this.
Care to elaborate your opposition?
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bmjclark
- Posts: 4053
- Joined: Thu Jan 27, 2011 6:40 am
- Location: Ontario, Canada
Re: Geometric averages to scale down quality inflation
Slowing down the early game would probably just succeed in making that not fun either tbh.Granger wrote:This is not about 2 year into an world, but about early game (which, according to many, is the fun part of Haven but sadly way too short).
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.