Lokarin wrote:A comment on tri-quality: There's no real way to target any one quality. For example, raising a high substance drop in high vitality soil cared for with high essence... somethings.
There was the old Personal Beliefs system: Instead of a linear progress of quality it could be on a positive/negative scale (since squaring it before averaging would negate the negative).
Take Nature/Industry for example. A person with high nature might get massive +30 Substance and high Industry -30 Substance (this would still be 30 average quality overall). So people who are naturalists would get benefits in quality for continuing to be naturalists and industrialists would get more benefits from being industrialists. ... So then what? What if you mix materials with another player? Well, find someone who loves pottery to make a powerful -30 Pot for your powerful +30 tree and then... BAM! Bonuses! Form communities to mix and match specialties to get quality bonuses for everyone.
This is a terrible idea and mathematically incorrect.
To explain things simply to you, the point of the square root scale is to make the game exponential. In other words, it easy and rewarding for players to to begin raising quality and get into the game but only the more serious and time grinding players are able to achieve that tenth percentile of high end tiered goods. Putting this on a linear scale not only makes it harder for newbies to get into the game but it doesn't reward the actual hard core players either.
Also, the negative idea for quality, are you out of your mind? Industrial and Nature players could both obtain the same quality goods in no doubt. The only difference was efficiency but this made it hard for hermits who only have one character or main to actually progress through the game. I really don't want to go back to that system and I really do enjoy the new system where you can actually have a main verified account and not have to have multiple alts and pay for multiple mains cause of a belief system.
Third, when you square an average you do not "negate a negative". The square formulas are generally you first raise the power of the number to an even power causing the number to be positive regardless and then square rooting the average of the qualities with plus or minus constants. -9 raise to the power of 2 or (-9)^2 is 81 which is equal to 9^2 which is also 81. So there is no real point in your "linear" scale of incorrect math because the current implementation is already doing that and keeping it on a positive scale making our lives easier for keeping track of quality.
As for triquality, it is a bit of a mystery for both new and old players and it is a bit complicated. I think it follows the same formulas as before but just calculated individually per sub set. So it is on the old system pretty much other than the fact there is three qualities of different types which give different bonuses making it a bit too complicated.