loftar wrote:It isn't the first time I'm seeing this bug, though I still don't really know what it is. It seems to be a pure client-side bug, at least, so it's not too much to worry about.
I think adding the curiosity system would fix it.
loftar wrote:It isn't the first time I'm seeing this bug, though I still don't really know what it is. It seems to be a pure client-side bug, at least, so it's not too much to worry about.
loftar wrote:Not that I'd mind trying out the curiosity system on the main server per se, but I don't really see how it would be able to stand on its own without the rest of the study system. With only curiosities and skills still being bought for LP, there seems to be nothing to bootstrap the acquisition of skills necessary for making curiosities. And the rest of the study system is a bit too immature for that.
Potjeh wrote:I'd like to repeat my suggestion of making curiosities the *only* source of LP, and boosting them accordingly.
Making curiosities the sole way of gaining LP is also a way to make different playstyles more feasible. Right now, if you want to be a dedicated merchant you better like having a crappy character, since arranging and conducting deals doesn't give any LP and every moment spent trading is a moment not spent killing bears, grinding flour or doing something else that does give LP. Removing LP from actions will also remove the atmosphere-breaking gamey stuff, like killing animals and then just leaving the corpses there, or converting large swathes of forest into buckets. Removing incentive to do stuff that's essentially useless will result in people doing more useful stuff, especially in cases where the game itself can't distinguish between the two (are you making a bucket because you're grinding, or because you need a bucket?). Unlike the game, other people can easily tell if something is of benefit to them, and reward you for any kind of service accordingly. This would also kill macroing once and for all.
Jackard wrote:it would be nice if (as suggested near the end of the study thread) if curiosities and discoveries, buffed accordingly, were the only things that awarded LP - the intent being to remove the attractiveness of performing repetitive, tedious, and senseless actions like clearcutting or overhunting or overfarming purely for the sake of earning LP
you could even add a thing where the village idol could study a few curiosities and award all village members with LP
Potjeh wrote:And this is why curiosities should replace action-based LP *completely*.
Jackard wrote:Curiosities+discoveries. The latter is what gets the motor running, and it's not really exploitable.
Potjeh wrote:Yeah, those are good too, I just forgot them.
Jackard wrote:seems like they are usually forgotten, but I don't think Curiosities really work without them so ive been reminding people each time
Alternatively, you could just give players more starter skills and a few easier forageables
Jackard wrote:this might not turn out to be the perfect system but i could definitely use it for low or unrewarding activities like travel, trade, supply, organization
loftar wrote:When you say, "discoveries", do you, as sabinati, refer to the LP gained from each new item "seen"? I agree that is a nice bootstrapper, but does it really make sense in itself as just an LP-generator?
loftar wrote:There's also the issue of village authority. If authority, too, is gained by characters studying curiosities, that seems like a recipe for farming study-alts.
Jackard wrote:but if it was a concern you could always have players continue to contribute authority through activities, separating auth gain from LP gain entirely
Jackard wrote:also see the part i bolded in red
Jackard wrote:but if it was a concern you could always have players continue to contribute authority through activities, making it separate from LP gain