Currently, if you do something for 2 hours, you get twice as much things as you would if you did it for 1 hour.
I think that things should generally be changed in direction of getting diminishing returns. So if you do something for longer time (questing, for example) you would get less gain from it, the more you do it in small period of time.
Currently there is just too much grind in the game! Pearl necklaces, impossible to get without 10 000 mussels (or more?!), credos get very grindy after you have like 2 or 3 of them, quests. Farming, mining. So many things that require just massive amounts of time. And if you have time, you can progress a LOT faster than those who do not have so much time.
Currently there is too much advantage if you can use lot of your time for these. Players who play a lot should maybe have advantage over those who do not play so much, but the advantage gap should be reduced.
Think of other mmos with daily quests.
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shubla
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Change grind and probability to give diminishing returns

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Hrenli
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Re: Change grind and probability to give diminishing returns
And on what planet those are fun?shubla wrote:Think of other mmos with daily quests.
Too old to rock-n-roll, too young to die.
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Mechant
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Re: Change grind and probability to give diminishing returns
You still have time, it has only been almost 3 months
before the server resets again. Don't compete with others if you don't have so much time, there must be a close to an end game content, those people will eventually reach it faster but you can still catch them or get at least get close with over time, persistence is the key.
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Granger
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Re: Change grind and probability to give diminishing returns
Pay2Win @Merchant to get the stuff to catch them, your user name is program?Mechant wrote:you can still catch them or get at least get close with over time, persistence is the key.
Sory for the sarcasm, but the ones permagrinding (especially the ones with automation support) can't be caught, unless they do something horribly stupid and get flattened by the devs with a vulcano.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Saxony4
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Re: Change grind and probability to give diminishing returns
Welcome to like every mmo ever.shubla wrote: And if you have time, you can progress a LOT faster than those who do not have so much time.
Currently there is too much advantage if you can use lot of your time for these.
What is this even supposed to mean? Daily quests suck, runescape 3 is constantly called dailyscape because of the amount of tedious daily activities there are that people do to maximize their time and efficiency.shubla wrote:Think of other mmos with daily quests.
loftar wrote:git da mony
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Ysh
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Re: Change grind and probability to give diminishing returns
I have been playing game RuneScape for 15 years and I am currently only on level 1815. There are 2277 levels to beat in this game!
I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
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Aceb
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Re: Change grind and probability to give diminishing returns
Music to my ears.
Diminishing returns is cool but in your vision, is not. I would expect a slight nerf in here but not as big as You think.
funny how shubla gets triggered in different subjects just because he can't get pearls![Trollface ¦]](./images/smilies/troll.gif)
Diminishing returns is cool but in your vision, is not. I would expect a slight nerf in here but not as big as You think.
funny how shubla gets triggered in different subjects just because he can't get pearls
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discospaceman
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Re: Change grind and probability to give diminishing returns
I agree with diminishing returns, but it should be looked at a little harder. The game currently is shit for people who want to play a little bit but still progress, but is it really possible to fix this in a way that can't be botted or utilized by the current leaders to just keep their advantage? I hesitate to say no and don't want that to be the case but we need to know this.
Like LOL, you don't sit down and play unless you've got 45 minutes to play. There has to be a base requirement for all players for us to get anywhere close to equity. If that base requirement ends up being "if you want highest q stuff, trade for it if you're a hermit or ally yourself with a kingdom" then so be it.
The diminishing returns would hopefully follow the good/fast/cheap paradigm:
If you want it good and fast, it isn't cheap.
Good and cheap, it isnt fast.
Cheap and fast, it isn't good.
Like LOL, you don't sit down and play unless you've got 45 minutes to play. There has to be a base requirement for all players for us to get anywhere close to equity. If that base requirement ends up being "if you want highest q stuff, trade for it if you're a hermit or ally yourself with a kingdom" then so be it.
The diminishing returns would hopefully follow the good/fast/cheap paradigm:
If you want it good and fast, it isn't cheap.
Good and cheap, it isnt fast.
Cheap and fast, it isn't good.
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shubla
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Re: Change grind and probability to give diminishing returns
Haven and hearth is like runescape, but instead of 5 daily quests, you have to make INFINITE AMOUNT of daily quests, because you will be behind others if you dont do them 24/7. Same applies to other things, such as pearls and credos.manwithcowavatarsaxonyorsomebody wrote:What is this even supposed to mean? Daily quests suck, runescape 3 is constantly called dailyscape because of the amount of tedious daily activities there are that people do to maximize their time and efficiency.shubla wrote:Think of other mmos with daily quests.
But getting behind others is not the main issue. Issue is also that most of the content in game is inaccessible for many people, because accessing it would take so much time.
I am also not suggesting some strict daily quest system to hnh. But generally some timegate-ish things.
Like the more you do quests in short amount of time, the harder they get, or you will get less rewards from them, after some time, you get more rewards/easier quests again.
Same could apply to credos.
If you do a lot of credo quests in small time period, the quests should either get harder, or you would have to do more of them. But if you do less of them in small time period, they would be easier/there would be less of them.
Example, numbers are just for this example:
You complete a credo level, amount of quests that you need for the next credo level increases by 2.
If you wait for 1 day, it decreases by 1, until it stops at some amount (lets say, 5+credos_completed), or you can complete more credo levels without waiting, resulting in you having to do more quests for the same credo levels. But you can get credo levels faster than others.
This way people who want to be play a lot and advance really fast, can play a lot and advance faster than people who play less, while still giving casual players who do not play the game so much, access to the credos, although the casual players will get them a bit more slowly.
With current system, if you are a casual player, its really hard to get many credos, because you have to do so many quests. The solution described above would pretty much solve this problem.
And these are just some thoughts about how things could work.

I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
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MagicManICT
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Re: Change grind and probability to give diminishing returns
Maybe I think it should be the opposite. If I put in more than 8 hours per day on my game, I should get "paid" extra. Everyone's always complaining haven is like a second job. (there's just so much wrong in that thought... yet it does have basis for argument.)
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
