Would love to see some of them based on interacting with resources out in the world, to give an incentive to go out and do stuff. Maybe make it so that home street stuff doesn't count. Or so that ONLY stuff on home streets count. If that part is difficult to implement, just having us go out and, say, harvest a gazillion spice trees wherever they may be would be great (and make it so that each harvest action on a tree counts, not how many spice are harvested, so that players with all abilities are on a level playing field).
Other ideas:
- Cook or craft specific item; if you want it to be a very easy item, converting a resource would be the simplest (bubbles, gas, fruit, spice)
- Break a particular tool
- Eat or drink a particular food or drink
- Sing to butterflies (that one would be pretty tough!)
- Donate to a particular giant
- Explore as many streets in a particular area as possible (and once someone's done all the streets, they're done, so they don't need to stay there and generate lag for everyone else)
- Brush foxes
- Jump, or even triple jump
- Go naked (wear absolutely no clothing) for a pre-specified time period (cumulative, so lag-outs don't screw people up)
- Plant crops or herb seeds -- or either watering or hoeing (but never harvesting, as people already are happy to do that), potions don't count
- Donate a particular item or type of item to a particular Giant
- Slather jellisacs! SLATHER THEM.
Y'know that thing that happens sometimes, where you're reading something and for some reason you just keep re-reading the same section over and over again?
Yeah, that's what I thought was happening with your post, Sauce. I kept going back and trying to figure out where I was going wrong. And then I realized.
And, what I am saying is, I didn't like the way this test went. I'm sure I'll live and all, but I have a right to express my opinion and my reasons, and I have, and I will continue to do so.
(once we're done testing, Feats will be on a regular schedule and visible in the calendar far in advance; the specific requirements will be secret until each Feat begins though) -stoot
This makes me look forward to them more. :) I was disappointed this time, but I know it's all in testing and can be patient for the next. At least I wasn't at work when it happened, but out having fun with friends!
+1000 What Walruz said. If we all kept quiet, never said "Hey, I dont like how this went...and this is why" then how would TS know what to change, or what to do differently? Part of BETA is giving our feedback.
On top of that, being a paying customer gives me the right to give my feedback, beta or not. Some people liked it fine, others didnt. I have tons of patience and Im sure that this will change for the better in the future. :)
Sure, Innie. But why the insistence of some on being angry about the time and length when they've said the time and length are related to testing and bugs?
Some people seem to be having a near meltdown over it, and don't seem to be accepting what stoot has already said, so I thought it might help to repeatedly remind them that this is a test. And that how the test went does not indicate how future tests will go and does not say anything about the accessibility of the mechanic when it is a regular feature in the future. Figuring out rewards and figuring out length are part of testing. That's why this is a test. How the test went does not indicate how future tests will go and does not say anything about the accessibility of the mechanic when it is a regular feature in the future. Figuring out rewards and figuring out length are part of testing. That's why this is a test. How the test went does not indicate how future tests will go and does not say anything about the accessibility of the mechanic when it is a regular feature in the future. Figuring out rewards and figuring out length are part of testing. That's why this is a test. How the test went does not indicate how future tests will go and does not say anything about the accessibility of the mechanic when it is a regular feature in the future. Figuring out rewards and figuring out length are part of testing. That's why this is a test. How the test went does not indicate how future tests will go and does not say anything about the accessibility of the mechanic when it is a regular feature in the future. Figuring out rewards and figuring out length are part of testing. That's why this is a test. How the test went does not indicate how future tests will go and does not say anything about the accessibility of the mechanic when it is a regular feature in the future. Figuring out rewards and figuring out length are part of testing. That's why this is a test.
But why the insistence of some on being angry about the time and length when they've said the time and length are related to testing and bugs?
I have a right to my opinions and feelings, and I have a right to post them in an open forum. I have done so and I will continue to do so. This is nowhere near the first time you have gotten all pissy because someone expressed themselves here. Perhaps when you were a teacher it was your job to tell others to hush up and listen to the person at the front of the room. That's not your role here. If you are not comfortable reading people's opinions and feelings in open forums - even if they are redundant - you should go find something else to do.
I would like to propose a small idea for TS. Granted, I missed out on the Feat and I was a little bummed out, but the gears in my head started spinning and I spent some of my evening comping up with an idea that might work for everyone.
Alright, so, seeing how the feats are geared towards numbers of doing things, perhaps one could look at the number of players in the game (active ones mostly, if not over 75% of the players including inactives) and multiply that by, I don't know, 100 or more, maybe up to 1k if need be (depending on what the feat encompasses). If you have to play something for another player, for example, multiply by 100 to 500, if it's something like cook a certain amount of things, multiply by 1k or 100k (depending on how hard you want it to go). Basically, larger numbers mean it will be harder for people to just finish the feat within an hour or so after it's released. I'm sure you've already thought of that, but I thought I'd post it anyways. Just because it at least makes me feel that instead of griping, I can try to contribute and throw out some ideas.
On that note, with the insane numbers of people in Cebarkul playing the conch, another idea that I'm sure a few will dislike, is setting a street limit of people for a feat. I'm pretty sure it's easy to accomplish since you already have it in place at the Fox Brushing Preserves. Like, let's say you need to play the conch for people again? Well instead of having hundreds of Glitches on one street (causing enormous amounts of lag for other players and crashing people whose computers may not be able to handle it) make the limit as much Glitches as you can have in a party pack. This would make it so that people can play for everyone on one street then move on to a new street (or even get booted or sent somewhere else via the Vendor, again, just a thought) with more Glitches. Some kind of collaboration could be going on through Groups and Global, but you get the idea.
So yeah, those are my thoughts and such on the matter. It's a shot in the dark, but eh, gotta start some where.
"I'm sure that these are going to get bigger and more complex and difficult."
What makes you sure of that? So far, quests and puzzles have been exceedingly simplistic. Jump, click, done... little to no thinking required. Feats have been completely mindless. Sure, they're just tests, but stoot said, "Feats will almost always be based on very simple kinds of actions because it just won't be possible to code up complicated sequences for what are essentially one-off events." Does this sort of stuff really hold people's interest?
I'm with @glum pudding on this one. Click-click-click is boring and unworthy of adult imaginations. For heaven's sake please give us some complexity, some meaning, some feeling of building and creating something, and some form of interaction beyond spamming each other.
Does this sort of stuff really hold people's interest?
You know the answer to that, glum. Dangle an "artifact" or other potentially rare item in front of people and they'll bite the next glitch's right arm off as part of a feat. Heck, people are wound up over not participating let alone participating. I like the excitement, and the emergence of people whose names you see in the forums but rarely run into on the streets of Ur, and the sharding combined with the gathering at GFJ was hilarious; but 40 minutes of conch blowing was definitely enough for me, personally.
- Break a particular tool
- Sing to butterflies (that one would be pretty tough!)
- Brush foxes
- Donate a particular item or type of item to a particular Giant
Liking these ones! Except on reflection maybe the last one - some players could just buy the item and get to the top of the feat leaderboard if so desired. I'm looking forward to seeing what's up next for feat testing.
Of course these will get more complicated. You can't even BEGIN to test complicated things until the simple, underlying mechanics are completely ironed out.
This is only the second feat. Yes, I am EXTREMELY bummed I didn't at least get to participate (I'd like my conch plays recorded for my own records, if nothing else). There was a accuracy breaking bug in this one that caused the feat to go a lot quicker than it should have. The ability to spam the conch is most likely not an intended feature.
There will be more feats and more artifacts. Give TS time to perfect the feat system. Then I'm sure we'll have week long feats that actually last the whole week.
Ohh I have another one -- THE CINNAMON CHALLENGE. Eat a full stack of cinnamon. Allow one stack per player per game day to count toward the goal.
Heck, that should just be a badge all on its own. Maybe TS can tweak it to be the Turmeric Challenge or something, though. Just to be glitchy and kind of gross.
glum, to be completely honest......... The meditate thing bored the snot out of me, and I think I might have meditated 4 times before I started going other stuff.
I have found myself lately playing other things, because Im kind of sick of harvesting and making stuff, to make currants. Im back up to 2.5 mil, with nothing to spend it on. *shrug* WHY?
Missed the feat, not done the quest yet so this is probably an irrelevant and ill informed comment but how about slowing down the feat by having a cooldown between actions? (similar to the meditation cooldown)
No one's saying opinions can't be expressed, but no need to be rude about it. I also expressed my opinion, and was told to 'shove that up my conch and blow it'. :P Now THAT's getting pissy!
Holy wow, I have to say you surprised me, one does NOT often get apologies online. :D No worries, I wasn't hurt or anything because I'm in a particularly good mood these last days.
First, for the people who said it was over in 30 minutes -- the description needs to be made much more clear, but the event continued until the deadline even though the success threshold was met in 30 minutes. I wish they would last longer -- about a week seems right. Also, was this one advertized in advance? I remember being surprised it was going on *right now* as I was logging in one day. Advance notice would be appreciated.
I'm sorry to hear that other events are going to be as boring/monotonous as this one was. Even if Tinyspeck can't do a lot of coding for events, something like "Sacrifice Lem burgers to Lem!" would involve more than just standing in one place spamming mouse clicks.
I'd also urge there to be some type of benefit to the feats other than just the feat itself. I'll give examples with the achievement systems: Making 1000+ potions takes a lot of doing, but in addition to the achievement itself, you have a ton of potions to sell as well as the imagination gained by making them. In contrast, the 503 rides on the subway is a lousy achievement because there is no reason nor benefit to ride the subway other than just the achievement. So far both feats have been uninspiring as they consist just of spamming an action for hours on end that has no benefit or purpose other than earning points toward the feat.
In positive news: The quest to get the conch is interesting, and I really like getting goofy rewards like that.
I think it would be nice to have some variety in how these things go. Some thirty minute click fests, some stretched over a day with regular amounts needed each hour, some just really huge so they take an unspecified amount longer, some popping up in short bursts at random maybe over a whole week, etc etc. Maybe have different styles of requirements for each (even if you just had, say, three set styles that you rotate around or adapt). As well as, of course, occurring at different times of the day and week. Mix it up! That will make it more fun, give more people a chance to participate, and make it more difficult for us to anticipate what you're going to do.
I'd like to see a different reward system in the future. Rather than individual rewards for who can do the most or fastest or highest, instead I'd love a community reward. Achieve the feat and we get a new plant or animal or other resource for the game, a new quest, a new makeable item, a new area opens, a new style of house, or new seats for the subway cars (because seriously, did those things come out of the old GNE subway?).
Yes, instead of individual rewards. If the counting is done by number of participants rather than the number of times an action is done and the reward is for everyone, everyone is motivated to participate. I'm not really competitive and knew I had no chance at getting on the leaderboard. I was around, but I wasn't really interested in participating, because I didn't think I'd get any prizes anyway.
Kinda funny how most of the people who are all "hey, chill out, it was just a test" are people who had the opportunity to participate in the event. I suspect you would be at least slightly bummed out about it if you weren't able to be there either.
But yes, what I really came here to say is that the quest leading up to the feat was a beautiful thing. The tune playing mechanism is wonderful and whimsical, and I would loooove to see more things like that. (The colored light puzzles are fantastic as well. Very creative and Glitchy!)