NVM, wish I could delete. Idea was bad plain and simple.
NVM, wish I could delete. Idea was bad plain and simple.
No support. While 50 is still a pretty large amount, 10 knucklebones isn't much of a challenge, and would cause massive amounts of WW overflow. Finding WW is supposed to be slightly difficult. Just before this update it was even more difficult to get WW, yet they're still quite cheap on the Flea Market. Since they've lowered the rates back to their regular amount, it's going to be even easier to get a WW.
On the pebble sinks, we don't currently have very many of those. It's easy to stack up large amounts of pebbles without much to do with them other than buying things on the mole market or getting more wolf slots, which you'd have to buy wolves to use. It gives a good way to put your pebbles into something. Personally, my only problem with the original update was that the rate was lowered. Now that it's not, I don't think it really needs to be tampered with anymore.
vague support, i do agree that grinding up to 50 is somewhat high, but i would rather see more kb per ww encounter (1-3 each time, or something similar). having the hunt only require 10 means the site is going to be flooded too heavily with wolves, which i think will only further deteriorate the economy.
i like the idea of a pebble sink because i think it would help even the economy regarding ms : pebble needs. personally i'd rather see items in the MM have a pebble option (ie 35ms OR x amt of pebbles for a besprinkler), but i have my doubts that'll happen
Kind of support, but I have alternate preferences kind of? If the high cost of WWs for KBs is to help mitigate those who grind heavily having crazy amounts of WWs continuously, I want to add to the suggestion:
Introduce decreased KBs per # of KBs granted a day (Per user), in relation to cost of a WW. If staff want the average user to get 1 WW with KBs a day, or a week, they can adjust the drops while not excessively punishing those who can do endless grinding OR more casual/disability limited players.
This suggestion might be better implemented if there's a random 1-3 amount of kbs granted per interaction + the appearance of a higher cost per WW, as players who want to grind for WWs can still gain 1 per interaction but casual/limited players won't be affected negatively for only being able to do a certain amount of interactions.
KB dropoff would reset with the next rollover. Ideally, we would be able to see context info for what our current dropoff and reset timer somewhere.
No support. This would mean you are getting just as many ww from the tokens as from the main way you are meant to get them. This also would double the influx of new wolves. A succesful ww encounter is a special thing imo, and I think that would be cheapened if every 10 fails you auto get a new wolf.
I like 50 because it feels like a nice consolation prize for someone who's had bad luck and been at it for a week with little success, but isn't more than a little extra bonus to someone with average or good luck.
Lastly, a pebble tax is not horrible to me. If someone feels it's too steep, they can choose to just miss out on the extra ww, and get the successful campaign encounter ww for their grind, but for people who want to utilize it, it gives use to their pebbles. When pebbles are taken out of the system, it keeps them a bit more rare, and therefore the ones you find on the site are worth more. Right now there are very few ways to use your pebbles, and the most expensive uses are generally the recipes which you only have to buy once. I think it could be a good additional currency sink.
With sake's idea, I think that could be hard to implement, or not be intuitive to players possibly. Instead of that my suggestion would be that on some rollover schedule, it could take more kucklebones for each ww you want to catch in succesion with a smaller initial kb price tag, say it starts at 40, then 45, 50, 55 and so on, or something of the sort. then once the week or whichever it is, it can rollover back to the smallest price.
no support, the biggest issues with the WW update prior to the update were the encounter rate being nerfed, and the knucklebone token number you needed being, quite frankly, a little absurd. with the rate reverted back to what it was before, and the halving of the tokens needed, i think it's in a fine state now.
the pebble tax can stay. we need more things to spend pebbles on, and while this isn't a perfect solution (in a perfect world, profession expansions cost pebbles instead of moonstones), i feel it's fine. 15k pebbles is not a lot and is easy to get for even the most casual of players.
I'm now realizing how awful and quick to the punch this idea and I wish I could delete this thread… I shouldn't have said anything, I'm sorry for wasting everyone's time.
Deleting the first part because of Wanderer's update. But I did have an idea for the casual player base I'd like to leave in for future consideration:
Instead of lowering the bones cost, I would like to instead see a drop of 3, then 2, then 1 per wild wolf encounter per day. Maybe not 1 by 1, but 3, 2, 2, 1 for every failure there after, making it easier to grind to 50 for a casual player without damaging the market.
Numbers and patterns for diminishing returns just an example, of course.
boo
edit to add after seeing OPs update: no ideas are stupid and having these conversations are GOOD. Brainstorming and talking about these things isnt about having a perfect answer right out the gate, its about talking and bouncing off of each other. Its ok to change your mind and your opinion, its ok to be upset, and its ok for people to talk it through and for people to see new perspectives /genuine
ww are meant to be special, not something you just get constantly. you can grind (and now have a pity token bonus) or you can buy a wolf OR the tokens off the FM. Time OR money, which is how the game should be. Also love the pebble tax, please give pebbles even more useful sinks.
I think it just seems like a lot because its a big number and we havent seen what it looks like yet in theory. but keep in mind that people will sell theirs as well. its not soulbound, so its no longer just your rng at work. Not getting enough ww encounters, but getting a bunch of trinkets? Getting money from the activities? Cool, just buy the tokens and happy hunting!
i dont think it will be as bad as everyone expects, but i do understand why people are wary of Big Number, and can understand how frustrating it is to try and get a wild puppy. This is a good change, and we should see how it works in practice before thinking of additional changes.
Ping me! @Fieryblood
ww are meant to be special, not something you just get constantly.
Well, it's not really the case right now. People who have a lot of free time have basically as many WW as they want. Plus, now they have free WW from the tokens too on a regular basis.
The only people for whom they are “special” and extremely rare and hard (if not near impossible) to get are casual players. The token have not made the situation better for them, it is now just worse.
For me, from the start, it was a bad idea. And I feel that I was right. I was on the discord some time ago and some people already had 10 or more tokens.
Bork, Bark, Byork! It's AWOOOOOOO o'clock!!!
Agreed with DerpFox. If this was meant to curb grinder advantage in some way, it in no way does so because this new mechanic in itself relies on grinding gameplay. It is more rewarding to grind players and the same or worse for casuals depending how you look at it.
I think one possible idea to balance this out would be to allow users to exchange Kb for moonstone shards or pebbles; imo, this should be an NPC kiosk rather than a player managed economic addition. This is to keep the value of Kb pegged to a certain amount, limitint the ability of people who can grind to dominate the economy alone while still offering a reward of some kind for those who do no desire more wolves, or those who want to exchange currency to save up to buy from existing stock (which might also help the wolf market out by making wolves past gen 1 more economically viable, while still keeping nice looking WWs somewhat valued). It also may also players a greater sense of control, since they could choose to save up for a guaranteed but randomized wolf, or choose to take money instead which will help them with all manner of other Lorwolf gameplay.
Not sure on a good exchange rate though. Maybe 10Kb = 1 Moonshard OR 1k Pebbles? Something to that effect. That would also mean 100kB = 1 Moonstone, which might be a fair bonus to the grind since MS grinding is already rather steep for f2p.
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