Energy consuption/generation REWORK
Cheez-it
This game is in dire need to rework the energy consumption and generation ratios. It creates an impassable play barrier that is always forcing players to stop playing.
For the energy spent to create energy regenerative products, you always LOSE energy. Why should the whole game be focused on continuing to play the game by generating energy, when you'll be forced to stop eventually.
I get incentivizing VIP, but it shouldn't be an "incentive" to pay by minimizing freeplay.
Changing the ratio of generation and consumption of energy will fix a critical gameplay issue. Allow for free players to actually play and once invested in game play PURCHASE from the developer in game content. Don't make playability focused on payability, please.
I support this venture, and I think it has great potential to bridge the gap between real value and gameplay. But to do that, there needs to be the ability to play freely, and invest small financial amounts for enhanced gameplay.
Nelliel
Merged in a post:
Rebalancing Idea
Nasa | SDK
Here are some suggestions to address the game issues:
* Decrease energy consumption: Reduce energy consumption for VIPs or landowners in NFT lands and specks, while keeping it higher for non-VIPs.
* Increase item drops: Boost item drop rates from fully grown trees and in mining activities. Implement a skill-level multiplier to increase the drop rate of rare items. For instance, each skill level could add 0.3% to the chance of obtaining rare items like sap from a tree. A user with level 100 would thus have a 30% greater chance.
* Expand energy capacity: Increase the energy bar to 3,000 for landowners and VIPs, enabling those with limited playtime, such as after work, to utilize all their energy within an hour.
* VIP/Landowner regeneration speed: VIPs and Landowners will have accelerated energy regeneration, ensuring faster recovery compared to non-VIPs. For instance, an energy bar of 3,000 could refill in 6 hours for VIPs and Landowners. This allows VIPs and Landowners to play the game frequently, almost like having unlimited energy, but there's still a practical limit similar to natural human endurance. Non-VIP players will maintain their energy limit of 1,000 with the current regeneration rate. It's important to note that although it may seem like infinite energy is possible in 6 hours, there is still a limit once this energy is consumed.
* Improved Taskboard: Enhance the taskboard to prioritize item demand. Rewards should include coins equivalent to 40% of the market price of completed tasks.
Each task on the taskboard presents a 50% chance for the user to receive either coins equivalent to 40% of the item's market price or to see a decrease in the item's market value. For instance, if a Grainbow has a current market price of 100 coins for 10 pieces, completing the task could result in a reward of 140 coins (40% of 100), or a reduction in market price to 60 coins. This mechanic adds unpredictability and strategic depth to the game's economy. The coin reward for completing tasks remains fixed based on the item's market value at the time the task is generated, regardless of any subsequent changes in the market price.
Pixel/Coins Reward Chance Rate
~ 50% Pixels 50% Coins or depends on testing phase conducted it can be 20% Pixels 80% Coins.
Example for Farming Skill-related Tasks:
~ The percentage indicates the chance of different tier items appearing on the taskboard related to the farming skill. This model can also be applied to other skills. Higher tiers yield higher pixel rewards.
Pixel Rewards per Tier:
Tier 1: 0.2 to 2 Pixels
Tier 2: 3 to 4 Pixels
Tier 3: 5 to 6 Pixels
Tier 4: 7 to 8 Pixels
Tier 5: 9 to 10 Pixels
Skill Level-Based Availability:
These percentages determine the likelihood of each tier item appearing based on the player's farming skill level.
Below Level 20:
Tier 1: 100%
Tier 2 to 5: 0%
Below Level 40:
Tier 1: 60%
Tier 2: 40%
Tier 3 to 5: 0%
Below Level 60:
Tier 1: 50%
Tier 2: 25%
Tier 3: 25%
Tier 4 to 5: 0%
Below Level 80:
Tier 1: 50%
Tier 2: 20%
Tier 3: 15%
Tier 4: 15%
Tier 5: 0%
Below Level 100:
Tier 1: 50%
Tier 2: 20%
Tier 3: 10%
Tier 4: 10%
Tier 5: 10%
These adjustments aim to eliminate infinite energy, support real user engagement, and uphold the value of MP by ensuring profitability. By offering distinct advantages for landowners and VIPs, such as faster regeneration for VIPs, the game encourages both land acquisition and VIP subscriptions without making one choice overshadow the other.
VIPs and Landowners will primarily engage as traders in the market, leveraging their higher energy capacity per day compared to non-VIPs, who will primarily act as consumers. This balance will be maintained even with the current energy costs in wine making.