Simply make rewards scale DOWN based on some combination of total LP earned/Highest Attribute and maybe world age
Also maybe keep non lp/hunger rewards the same eg gilding items and local resource Q buff
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Lyrroth
- Posts: 428
- Joined: Mon Apr 24, 2017 1:35 am
Re: Small quest suggestion as catchup mechanic
its too early to talk about it but probably the problem now lies in hunger and satiations
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Zyean
- Posts: 246
- Joined: Sat Apr 28, 2012 10:29 am
Re: Small quest suggestion as catchup mechanic
Erm wouldnt that make it a better time to talk about before people get like 2k stats/attributes in a month from questing 24/7
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Lyrroth
- Posts: 428
- Joined: Mon Apr 24, 2017 1:35 am
Re: Small quest suggestion as catchup mechanic
erm no, since people complained last world about catching up while thanks to market anybody was possible to achieve it and now, because of cry babies, everyone are probably fucked, but power gamers a bit less?
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Small quest suggestion as catchup mechanic
Fixed that for you.Lyrroth wrote:since people complained last world about catching up while thanks to market pay2win for anybody with $ for tokens was possible to achieve it
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Sevenless
- Posts: 7704
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- Location: Canada
Re: Small quest suggestion as catchup mechanic
I see what this idea is trying to address, but I don't know that it would be a good fix. It depends on the devs accurately predicting what "world norm" is, a notoriously difficult thing to do. It also means that eventually quests would be rendered entirely obsolete, not something I'm sure we should be doing when it's a boring but effective mechanism to reward players for active play that's very difficult to bot. I know most people dislike or hate the act of questing (well, walking simulator bit anyway), but it's an effective vehicle for what it's supposed to do.
Fixing that is nasty hard though, because it would mean completely rethinking how haven's equipment/material/quality grind works. From the ground up. That's a scary thought when we have a fairly functional formula.
Was the issue people catching up being a problem, or was the issue that the market becomes a currency grind as the only way to stay relevant other than in a bleeding edge faction? Their trash last gen or two was/is your treasure. This whole, faction easily produced trash vastly outqualitying anything people could produce otherwise is a lot of the problem that easy trading is making obvious.Lyrroth wrote:erm no, since people complained last world about catching up while thanks to market anybody was possible to achieve it and now, because of cry babies, everyone are probably fucked, but power gamers a bit less?
Fixing that is nasty hard though, because it would mean completely rethinking how haven's equipment/material/quality grind works. From the ground up. That's a scary thought when we have a fairly functional formula.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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Lyrroth
- Posts: 428
- Joined: Mon Apr 24, 2017 1:35 am
Re: Small quest suggestion as catchup mechanic
You fixed the easy way to do that, but without tokens it was still doable.Granger wrote:Fixed that for you.Lyrroth wrote:since people complained last world about catching up while thanks to market pay2win for anybody with $ for tokens was possible to achieve it
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Zyean
- Posts: 246
- Joined: Sat Apr 28, 2012 10:29 am
Re: Small quest suggestion as catchup mechanic
Sevenless wrote:I see what this idea is trying to address, but I don't know that it would be a good fix. It depends on the devs accurately predicting what "world norm" is, a notoriously difficult thing to do. It also means that eventually quests would be rendered entirely obsolete, not something I'm sure we should be doing when it's a boring but effective mechanism to reward players for active play that's very difficult to bot. I know most people dislike or hate the act of questing (well, walking simulator bit anyway), but it's an effective vehicle for what it's supposed to do.
Was the issue people catching up being a problem, or was the issue that the market becomes a currency grind as the only way to stay relevant other than in a bleeding edge faction? Their trash last gen or two was/is your treasure. This whole, faction easily produced trash vastly outqualitying anything people could produce otherwise is a lot of the problem that easy trading is making obvious.Lyrroth wrote:erm no, since people complained last world about catching up while thanks to market anybody was possible to achieve it and now, because of cry babies, everyone are probably fucked, but power gamers a bit less?
Fixing that is nasty hard though, because it would mean completely rethinking how haven's equipment/material/quality grind works. From the ground up. That's a scary thought when we have a fairly functional formula.
I think quests would still be done, just less so for people who already have titan characters, and the average based on world age can be some formula they make up, I just suggested world age for the purpose of catchup mechanic, but maybe they can just do something like 1000 stats is a softcap for quest rewards or something
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Aceb
- Posts: 1831
- Joined: Wed Jun 16, 2010 2:34 pm
Re: Small quest suggestion as catchup mechanic
You're not first nor last to propose something like that. Also remember that You make it also easier to catch up for new titans as well, which might lead to situation where it's simplistic to do at some point. Not that I say no to it but, we will see later on. We have a bigger problems in terms of hunger and satiations. since I did everything with my main and I still do, I'm permanently stuck at 150% at best, or 100%-90% without questing...
