by Sevenless » Thu Apr 27, 2017 1:05 pm
Have been thinking about the curio side of things. No point me commenting on PvP changes because I know damn well I know jack about that side of the game outside logistics of fighters.
Issues:
A) Factions shouldn't benefit from it hugely. They're already insane stats compared to the average player, and "catch up" is impossible if the faction stays on top of its game. This is going to be true no matter what we suggest but trying to limit the impact is useful.
B) Daily endgame LP gain is almost entirely built around crafted curios. Bluebells aren't overly valued by endgame players, but ant queens/wax are informal currencies due to their use in ant farms and great wax seals respectively. (Please feel free to show me some end game studies and tell me how I'm dumb if this assumption is wrong). There are some "LP boost" type activities that rely on insanely high LP base items, but icicle consumption limits that, how much so I'm not sure cause I'll never be in a super duper endgame faction.
Suggestions:
Have an asymptotic approach to a % bonus be approached by curios. I suggested somewhere in the thread 50% bonus of base LP as the upper limit, with each melded curio closing the gap between current LP and max LP by 50%. This means the first 1-2 melds everyone would do (125% of base -> 132.5% of base), but only minmaxers would choose to go further.
Better UI. We're going to have to do this fairly frequently if the mechanic is useful. Right clicking to combine an extra 150-200 times a day is a little much. I'd say either a specific structure for melding, or a "meld all" option in the inventory for all curios of the same type. I'm all for new furniture items that have function personally, but I know that takes extra work.
No crafted curios. They're already very powerful at high quality, to the point that most crafted curios as mentioned earlier actually outshine fate curios pretty hard. This would also hopefully open up what the average player has to offer factions as currency, since fate curios could be notably empowered? Maybe. Alternative is to just leave it to uncrafted/unfated to keep balance in check. Going back to the icicle issue, troll skulls might need to be kept off as well.
Will and Lore need some love, but I'm loathe to:
A) Suggest imposing hard limits like carpentry or masonry have (You get to X amount and you never need to raise it for the rest of the world) and
B) Suggest significantly limiting the system to insane stats only appeals to the already too powerful segment of the playerbase.
I'd compromise with having a dual system, a fairly low cap for melding like the number of melds possible is the same as the Q bonus formula (10 lore/will = 1 meld, 40 lore/will = 2, etc) since most players would only really want 1-3 melds anyway and it would add a nice accomplishment to getting it set up. The second benefit would have to be minor but uncapped? My initial reaction is a new curio that you get rarely while melding where the quality is based on your lore/will score, has a very low LP/hour but a high LP total. Basically a bone to factions who are able to use icicles to advantage. Also incidentally the only people who'd really have insane will pumping abilities. Alternatively the type of curio you get changes based on your stats, giving good LP/weight curios when it's low and shifting towards that high LP total as it gets higher. Easy to look at dragonflies/bark boats/mirk offerings to find the LP/hour/weight value that's attractive to lower stat players. The value I look for personally is 20lp/hr/weight for that stat as a middling developed hermit.
I'm sure I made a dozen wrong assumptions, constructive critique welcome.