I want to create a single spot for Upgrade Cards that don't seem to be working as promised. I'm sure that some of them are merely the result of an ambiguous or incorrect description; while others may be buggy.
Tinker Time: The card promises to upgrade your tinkertool so you can earn imagination while using it. I upgraded this card early on and have used it many times since without receiving any iMG.
Audaria, this confused me too,but I figured it out. You'll be rewarded imagination for crafting with the tinkertool,not repairing. The description could be alittle more clear. Hope this helps!
Maybe Lucille, but since it has more to do with the current change to imagination - and includes both description and possible bugs - I think it belongs here, along with all the other threads about the change. If I'm wrong, I'm sure it will be moved. Could be Muncey, again, I would like to have a clearer description on the card then.
I purchased a card that said sloths would randomly throw snails at me when I passed them. I've walked past quite a few sloths since then and not once have I received a random snail. Not sure how frequently this is supposed to happen, so I don't know if the card is broken or not? Have also tried knocking on their trees without feeding them, and they still didn't provide any surprises.
Anyone else had any success with this card, or is it broken?
Lynnt, I got a snail by walking under a sloth tree. I know I got it because I didn't have my bag for making snails on me. So the only way that snail could have shown up was by the sloth throwing it at me.
It seems to me that a lot of these upgrades mean that good things CAN happen - but not that they WILL, and so quite often, they don't. Which could certainly be expressed more clearly in the card description. I imagine soon some of the dataminers here will start to evaluate the odds: are we buying a 5% chance? 30%?
The multiplier cards: Live Help told me yesterday that the description on the cards is "technically correct" because it is based on the "base multiplier" which is one. That is absolutely not true. The description says the multiplier will be increased by 100% (or 50% or whatever %.) It does not say that it will be increased by 100% OF THE BASE. As it is written, it means that whatever the multiplier is currently, it will be increased by x % of that amount. So, if it is currently 10, then increasing it by 100% would result in a multiplier of 20. The fact that TS MEANT for it to mean that it would be increased by 1 is completely irrelevent mathematically. INTENT has NO meaning in mathematics!
I agree that the descriptions on those quoin multiplier cards need some serious help. Changing it to "Will add 1/.5/.2 to your quoin multiplier" would be far clearer.
And I also think that the "increase your chance of earning Imagination while doing blah" cards are a bit unclear, since we already get iMG from those activities. Maybe saying "bonus Imagination" or "mega Imagination" or something would clarify?
Regarding the Tinker Time card ... if it's meant to be only when crafting a tool and not repairing, then it should only be available to characters that have Tinkering IV or higher. I have only Tinkering III, so can only repair and not craft -- and yet was offered (and took) the Tinker Time card, because I thought it applied to all 'use'.
I've been really frustrated with the quion multiplier cards. Dropped a crap-load of iMG on them and later noticed that all together had only gained +5 over what I had before. I've been happy enough with the other cards tho. Wish there was a way to nix cards so they don't show up again for say a week or so. That piety card comes up all the time and I'll never use such an upgrade. Alot of the speed up learning cards are useless to me too.
The description of the multiplier isn't wrong, but it's ambiguous and I misinterpreted it too. Cut them a little slack, though, folks. Another name for 100% is 100/100 is 1. Likewise 50% is 0.5. So a multiplier of 5 is the same as getting 500% of the quoin value. Increase that by 100% and you get a multiplier of 6. Still, as was suggested before, it would be much clearer to say something like "add 1 to your multiplier."
I'm sorry Aleph Zero, it is, in fact, wrong. When you increase something by 100%, that means you add 100% of the current value to itself. So, if the current value is 1 then 100% is equal to 1, but if the current value is anything other than 1, 100% does not equal 1. You are correct that 100% equals 100/100, which does, of course, equal one. However, when you say you are going to increase something by 100%, that is referring to multiplying 100/100 (1) by the "something" and then adding it to the original something.
i.e. increase x by 100% = x + 100/100 x = x + 1x = 2x
IF x = 1, THEN after increasing x by 100% you would get 2x
IF x = 10, then after increasing x by 100% you would get 20x, NOT 11x
I don't think it's anyone's attempt to beat TS up over this, but it does need to be corrected.
Yes it should be corrected. It takes too many mental steps for people to figure out that the percentage that is implied is not the percentage TS meant to describe.
The tree and animal harvest increasing cards are not working right.
The tree cards grant a 100% super harvest and the multiplier on the super harvests are wrong for the animals. Once fully upgraded the 4X super harvest should give you 16 meat on the pigs and 20 grain on the chickens. The super harvest on the chickens give you 15 and the piggies 20.
The wording on the coin cards could simply be changed to say that they will increase the amount each coin is worth by an addition X% of its original base value. (I totally love those cards btw)
The cards that increase you maximum number of coins per day don't work with the avarice potion. In affect everyone who gets these cards will find the avarice potion completely useless.
Super Seedy Powers
Increase your chance of a double seed bonus from shucking to 100%.
This one isn't working, or I'm misunderstanding the wording. If the chance of something occurring is 100%, that means it is guaranteed to happen (think 100% chance of rain). I was getting double seeds for a while, it seemed like every time at first, but no longer. So, does this upgrade actually increase the chance to some maximum number less than 100%?
I have to agree that the cards don't seem to be functioning as expected. Whether it's the wording or the experience after buying a card, I can't tell (my math skills are rudimentary at best). What I suspect is that I am misunderstanding what some of the cards are telling me. For instance, when it says increase my chance of getting something, what I realized is that I have no idea what the odds are in the first place. So how the heck can I determine whether what I'm being offered is a good idea or not? Now the quoin multiplier thing really does seem to be a really, really bad description if the net result is a fraction that has no material effect on what my experience is. It's one thing to have random cards rather than being able to pick and choose skills, but adding no good way to figure out what the effect of what I'm being offered is, makes me feel sorta helpless and sad. And very confused.
The descriptions of about 70 upgrade cards have been revised for clarity. Thanks everyone for pointing out the cards with unclear descriptions.
The seed shucking upgrades (Seedy Powers and Super Seedy Powers) were fixed last Thursday.
The toolcrafting upgrades (Tinker Time and and Tinker Plus) now require Tinkering IV skill (so the cards wouldn't be available before you can craft tools).
It looks like the Quoin multiplier cards were re-written, but they still do not clearly represent what is being offered. Why can they not say, quite straightforwardly, for example: ".5 will be added to your quoin multiplier."