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1 year ago
Some thoughts on EXP, Cooking, Crafting, and Wild Wolves [SUGGESTION]

Hello! I started playing lorwolf rather recently, but as a casual player of many a browser pet game for many years, I really do think lorwolf has the potential to become really really good. However, as a player of many a pet game I do have some criticisms and suggestions for things that could be added in the future to make things a bit easier and a bit more balanced all things around.


About EXP: As of right now EXP gaining needs a curve. It takes far too long to level skills in the early game to make it even seem worth it to level most of the skills the game has available. I would suggest boosting experience gain for all skills under level 12 (as the next tier of that skill unlocks at 12). For example, fishing offers 2 exp per catch, which means to get from level 1 to level 2 you need to successfully fish 70 times, and when the first fishing hole only averages about 7 fish per trip that is super inefficient and has a huge time commitment to even get up a few levels. This goes for every skill in the game. It would make sense to me for 2 fishing trips to level from 1 to 2 to give people more incentive to keep playing the mini games. Boost the exp of the fish by their rarity, give more exp for crafting materials found, and give a LOT of exp when you find a shard of a moonstone. This can be adjusted to fit the game design better obviously but as of right now I've been playing for several days rather consistently and I'm not even close to reaching the second tier in any particular skill, and for player retention, that's a problem.


About Cooking: Cooking is completely broken as many people have already stated. But something I'm not really seeing being talked about is the inability to cook recipe ingredients by themselves, and the rate at which food burns. I have so much corn I can do nothing with because I can't cook it by itself (despite corn on the cob being a food people eat regularly) and I do not know of any recipe that uses corn in the quantity that I have it (and will have later). I'd say for cooking ingredients like the growable vegetables, they should offer a single experience point towards cooking, and offer 5 more stamina regen (so from 5 to 10). Then there's the rate at which food burns, which is genuinely ridiculous. There is no reason why cooking 7 pieces of food, 4 of them would burn when none of it had a high burn chance at level 3 cooking. (https://imgur.com/a/PEUQffI proof provided). It completely deincentivizes cooking as a skill when most of it burns regardless of your level. And sure, this is unlucky, but It should be nigh impossible to be this unlucky, and yet this happens consistently. I'd rework the chance for food to burn entirely. High burn chance should be at 50% if it isn't already, and no added burn chance should go down for every level in cooking you have past the minimum requirement to complete the recipe without it burning. If it starts at 10% it should go down every level until 1%. I would also change ashes to be a crafting material and be used in low level recipes for just how much of it your going to have by the time you get your cooking level up.


About Crafting: My only real issue with crafting is that bones are not common enough to get for how many recipes need them (including moonstone crafting). To craft any level one recipe (besides bone paste) you need 5 bone paste. Bone paste requires 3 bones. To be honest, bone paste should just be one bone considering how much you need it. Either that or I would raise the chance to get bones/amount of bones dropped in the campaign/hunts/etc by a significant amount to make up for the fact that it's not a one to one ratio.


About Wild Wolves: I've seen 6 in probably close to 800 (if not more) runs of the campaign. Not one has joined, and I'm starting to think I need 10 knucklebone tokens to claim a wild wolf no matter the rng. They're already around a 1% chance to be seen in any of the areas (just based on experience), so the fact that it isn't like, a 50% chance to get them on encounter makes growing your pack in the early game incredibly hard when breeding takes multiple days to complete and you don't have the funds to buy them off the flea market. This is a game about wolves, growing your wolf pack, and showing off the pretty wolves you have, so the fact that I only have two after three days of consistent play is crazy to me (even if I had bred my pack leader day 1, i would still only have two wolves in my pack).


Sorry if any of this sounds harsh, I do not intend for that at all. This is a great game, and honestly these are pretty minor things that I think need changing to help with balance for early game players.

(Edited)
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:)

1 year ago
Vissyn
The Nimble
319
319 Achievements
Forum Rank 3
Forum Threads: 79
Forum Comments: 705
General Rank 4
Starter Rank 1
Arena Rank 5
Campaign Rank 3
Gauntlet Rank 1
Cooking Rank 4
Crafting Rank 3
Farming Rank 3
Fishing Rank 1
Hunting Rank 2
Mining Rank 3

I do agree on the EXP for getting to the next areas. It does take awhile, and the jump from 12, to level 35 in fishing is... a bit of an oddity.
Cooking isn't actually as broken as it seems. After a certain level, you don't burn food at all. A burn chance of 50% and going down is actually more punishing, since that's every other thing you cook, will burn. That would absolutely make it more difficult for new players to get started.

Same with bones. Once you get into a swing of things, and start being able to sustain yourself, you will have enough bones to make the bone paste regardless.

It takes 50 knucklebones to open the hunting quest. Some days I can see like 20 encounters, and some days I see none, so that's just RNG there. They actually knocked that down from 100 initially. The lowest priced wolf on the market is 1k pebbles. Selling trinkets is actually a good way to start growing your funds, and there's a lot of wolf give aways for newbies in the forums too!

https://www.lorwolf.com/Forum/View?id=4070
https://www.lorwolf.com/Forum/View?id=4201

Both of those are good starting guides as to what can help out? Another good thing to think about is selling ingredients that you can't use yet, for pebble profits.
(Edited)
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-Very ADHD with scattered thoughts
1 year ago
Support overall

Although I had no issue with the grind, new players who are not relying on the forum will. You shouldn't need to rely on user guides on a pet game that isnt a forum based site (like gaiaonline).

The problem is user retention, if things are to hard to progress early and see some results, users are less likely to see the grind and worthwhile. It's the reason many free to play games and rpgs make it easy to do early game things and become more grindy with time rather than starting that way.

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1 year ago
Fawn
115
115 Achievements
General Rank 1
Starter Rank 1
Arena Rank 3
Campaign Rank 1
Crafting Rank 1
Full support. New players are plunging into a difficult environment from a gameplay perspective.
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1 year ago

Support

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1 year ago
Dragora
She/her
268
268 Achievements
General Rank 5
Arena Rank 4
Campaign Rank 2
Cooking Rank 3
Crafting Rank 3
Farming Rank 4
Fishing Rank 2
Hunting Rank 2
Mining Rank 2

Full support on exp and crafting (cotton is another issue), partial support on wild wolves.

Considering how some people grind for wild wolves and them apparently supposed to be somewhat rare, I'd just reduce the token amount for the hunting quest and/or slightly boost the join rate. Or of course make the first 1-3 encounters of new players auto join to avoid frustration.

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