Topic

Rookswort Steady as a Rook Buff - Not Ten Minutes Any Longer... WTF?!?

As a glitch with a large energy tank, I have needed to munch rookswort regularly to keep my mood up above 90. The buff lasted 10 minutes previously. Tonight I notice that it only lasts 5 minutes.
What happened? is this a bug? a punishment from the giants? a spiteful twist of the IMG knife?

I don't like this. It was a pain to munch every 10 minutes. now every 5 minutes, I am pulling my hair out.
PLEASE CHANGE THE BUFF BACK.

Thanks.
Jope

Posted 6 months ago by Jope Subscriber! | Permalink

Replies

  • Savory Smoothies : Rookswart
    as
    Methadone : Heroin.

    Seriously, that's what mood buffs feel like.  A maintenance dose of methadone.
    Posted 6 months ago by Meromorphic Subscriber! | Permalink
  • At the end of the day there's math behind this.
    Powerplayers should not be allowed to pull so far ahead that there's no hope for anyone behind.
    Social players should not be so penalized for being social.
    Explorer types should not be penalized for doing what they do, whatever that is: going explores and such.
    The only thing that should be nerfed is griefing, which here, is pretty darned nerfed.
    So, it's really a balancing act between leaderboard types and the rest of us.
    I think with experience caps on certain kinds of actions (that's enough tree beans for you today!) part of the leaderboard bit has been capped. Perhaps more could be done on the 'diminishing returns for single actions' vis a vis activities (ie, energy for img)  versus mood, which is the time delimiter.

    I'd love to see some maths and charts and graphs from our friends at TS that describe the usecases they are trying to support, and those they are trying to rein in.

    I mean, we're in beta: we are the guinea pigs.  Why not run some stuff by us before implementation so we don't have this change! - rar - pause - change! - rinse repeat.

    I'd be happy to participate in any kind of beta discussion with anyone at TS; I would be happy to be part of a group that does this; I'd be happy if it was just transparent to all of us.

    We're all here.  We're all pretty much listening.
    Posted 6 months ago by CrashTestPilot Subscriber! | Permalink
  • @Crashtestpilot I would rather be the guinea pig that gets random food pellets in response to desired behavior than the guinea pig that gets periodic electric shocks.   >.>  <.<

    Edit:  in fact that's why I came back to Glitch after about 170 days or so of not playing very much.  The random upgrade cards Skinner-box-pwned me.  *dreams of an Ur where every numeric constant in the game has 11 different upgrade cards for it, one for each Giant*  Endless... upgrades... nom nom nom mmm, pellets.   9_9
    Posted 6 months ago by Meromorphic Subscriber! | Permalink
  • @Morthis Whisperwing has come out and said it: "Mood management just isn't fun."

    Virtually every upgrading and skill choice I make is driven by a desire to make the game less grindy. I'm one of those people who really dislikes doing the same thing over and over again to get the same predictable result. If I'm not learning something new or improving, why bother? It's just tedious. It's not a game, it's a job. (I feel pretty much the same way about doing dishes. You're just gonna mess 'em up again, right? I'm a fan of hygiene, so I do 'em. But I wouldn't build a game that required dishwashing as an essential periodic mechanic, nomesayin?)

    Repetition without variation and meaningfully evolving consequence is boring. There's no mental engagement. It's fun to have a badge pop up occasionally, but honestly, it feels a little like a gold star in my kindergarten book. No brainpower or creative growth was required. What am I discovering from my umpteenth run to the Ancestral Lands to pick up the same quoins that spawn in the same place on the same streets every time? (It would also be much more interesting/challenging if quoin spawning were spatially and temporally randomized.)

    Real life is full of routines. I look to gameplay for something that isn't routine.
    Posted 6 months ago by Pascale Subscriber! | Permalink
  • @Pascale As an aside, it's interesting that you conceptualize the Ancestral Lands like that.  I enjoy my forays into the Ancestral Lands because, while the locations of things aren't randomized, _whether they will be there_ is, based on the actions of other players.  I enjoy the little thrill of racing down a street hoovering up things when I know other players are in the vicinity because there's always the question of whether you'll hit a "seam," if you will.

    That's what makes me sad about resource routes:  part of the fun of mining in ye olde days was racing around with a ton of other Glitchen hunting sparkly spawns.  With the resource routes, there's so much abundance that the thrill of random reward is diminished.  That and things that seem scarce feel more valuable.  But this is a thread about mood, so I don't want to go off on that tangent.  :)

    PS:  damn it, I took too long writing this and my mood dropped to 90%.  Guess I should have logged out, except that logging in and out is so annoying...
    Posted 6 months ago by Meromorphic Subscriber! | Permalink
  • I tend to be a person who _likes_ grinds, incidentally.  In EVE Online, I spent years mining and then moved into exploration.  Mining is mind-shatteringly grindy; exploration was hugely grindy though with random rewards.  In WoW, I got the Timbermaw Trinket back in the day when it was a pretty epic grind (many days of many hours killing all the spawns in first one and then a second tiny area; the drop turn-in at the end took a _full hour_ of spam clicking just to turn in all the stacks).  In Puzzle Pirates, in some ways rather more Glitch-like than the above, while I never memmed a full ocean, I memmed half of Midnight and then half of Cobalt.  Etc. etc.

    It's not the grind that kills you; it's when you can't stop the grind.  For a comparable though much more extreme mechanic, cf. the old rank system in WoW and what it took to be a Grand Marshal / High Warlord.
    Posted 6 months ago by Meromorphic Subscriber! | Permalink
  • "Mood management just isn't fun." ...true, for you, and for many others who have spoken up in this thread.  Some other people have said that they don't mind it, but it seems too hard now.

    I'd like to speak up on the other side for a minute.  While, in itself, the mechanical act of managing mood may not be fun -- I don't say, "Ooh! Yay! Time to X again!" the *challenge* of figuring out how to stay at max or near max is exciting to me, when I want to do so.

    If you want max mood for max img gains, great! Experiment. Optimize the heck out of your returns. The img return at >90% is a BONUS over the ordinary, but sometimes I'm ok with 1=1, not 1=[more than 1].

    If you don't want to constantly be watching the "mood clock," then you have choices to make.  If you're going to be chatting for a while, why do you need to be at >90 mood for that?  If you're going to be afk for a while and don't want mood loss, then why not log out until you get back?

    If I go to the trouble of figuring out how to maximize my mood-based returns, and I work hard to do that, then it's frustrating if someone else can just go about doing whatever they want however they want and reap the same advantage.

    I'm not saying that managing mood is fun *for you* and you are all wrong, just that the challenge of managing mood adds another dimension to the game for players like me.

    I definitely agree that people who massively upgraded tanks under the previous system are probably really frustrated right now, and it would be nice to see a way to resolve that for those folks who want to start over.

    I'm also hoping for larger high-level mood- and energy-replenishing recipes (with proportionately more difficult currant and gathering/crafting costs)...

    [ETA - @Morthis Whisperwing -- some interesting comparisons/points there.  Also, GO PUZZLE PIRATES! :-D]
    Posted 6 months ago by EnnuiStreet Subscriber! | Permalink
  • @b3achy - I suspect there are several things that seem to make little sense now that will be very meaningful when everything is finalized before Relaunch.  Some of the upgrades seem mostly useless or just not necessary but I am very sure I will want them later.
    Posted 6 months ago by Brib Annie Subscriber! | Permalink
  • Stoot (!)

    I didn't ask for a refund. I said you can keep the iMG. 

    I was asking if people that have upgraded their tanks based on the available buffs, are going to have to be burdened with the choices made on the game play available at the time. They upgraded based on that availability. The game has now changed. 

    They helped you figure out the game mechanics, revealed a strategy you were trying (correctly, in my opinion) to avoid... despite all the previous testing that you have done.

    This is my first Beta, but I thought that was the point.

    People that play the game regularly quickly put the pieces together and formed a game strategy. It's similar to after the introduction of the Quoin Multiplier cards, I don't think the people that bulked up on them were taking advantage of the game unfairly, they were simply playing the cards dealt to them.

    People who levelled quickly on Quoin Multiplier cards were rolled back to a cap of 100 and reimbursed for the excess iMG spent. The total iMG gain they made was not rolled back.

    Again, I don't care about any reimbursement or refund.

    My concern is about those that made decisions to upgrade Energy based on the game mechanics at the time and, despite the Mood Loser cards that were introduced and the benefit they grant compared to Rookswort, are now at an energy level they wouldn't choose given the reduced benefit of Rookswort.

    The introduction of the Mood Loser cards were actually an incentive to increase Energy. Though, again, based on the available buffs at the time. Sure, you introduced those cards beforehand, but how the hell was anyone supposed to know why? They just said, "Wahoo!" and upgraded their Energy some more.

    And then the endless stream of Energy upgrade cards made me wonder what the cap was on Energy and Mood. (As asked above.)

    It just had that 'too good to be true' thing about it. 

    So, fix it? I'm all for it. I'm just thinking we shouldn't be burdened in our game play as result because we played with what we were dealt.

    So there. Hopefully that is clear. Clearer.

    Stoot, I enjoy the game quite a bit. Well, actually, I enjoy the people I've been fortunate enough to meet through the game more than the game itself. 

    But both are good, right?
    Posted 6 months ago by Jesus Christ Subscriber! | Permalink
  • (Now, with the new upgrades and rookswort use, it'll take about 25 minutes to fall from 100% to 90% mood (which is the threshold most people care about … after that, mood loss is much slower). But, since most actions in the game produce some mood (petting, massaging, planting, tending, etc.) it's likely that most people will stay up above 90% for much longer when they are actively playing.)

    This sounds pretty good to me
    Posted 6 months ago by shhexy corin Subscriber! | Permalink
  • Reading about some peoples' mathematical observations makes my eyes tear, I don't wanna think about maths, I just wanna play without having to frequently monitor mood ~that seems like chasing ones own tail, running in circles and never quite catching it...

    I am hoping for a compromise, meet in the middle, and change it to 7.5 mins.
    (plus them new upgrade cards)
    Posted 6 months ago by ~Scilly~ Subscriber! | Permalink
  • I have a question about the mood upgrade cards.  I bought the first one, but have never been offered the 2nd and 3rd.

    Are they tied to tank size, level, or what?  Or do all players have an equal chance at getting them?  As someone who used a lot of rookswort, it doesn't seem like I've had a chance to actually switch strategies.  All that's happened is that rookswort has been nerfed.  
    Posted 6 months ago by WindBorn Subscriber! | Permalink
  • Stoot said  "Now, with the new upgrades and rookswort use, it'll take about 25 minutes to fall from 100% to 90% mood (which is the threshold most people care about …"

    But after 25 minutes you then have to munch Rookswort every 5  minutes to keep at 91% or above. So this is a nerf that affects the  keen players who like to play for longer periods of times and encourages those who only dip in for the odd half hour. Seems backwards to me. 
    Posted 6 months ago by IrenicRhonda Subscriber! | Permalink
  • You know, it might kinda suck having it be at 5 minutes.. but I actually really appreciate the 50%.

    when crushing, with drinks.. and the tinker upgrade.. and rookswort, I had to laugh at how little I was able to get done. I did a lot of standing and waiting for buffs to drop.. so my mood would be low enough, so I could drink a drink, so I would not die.. so I could actually get things done.
    Posted 6 months ago by SideBurns Subscriber! | Permalink
  • But after 25 minutes you then have to munch Rookswort every 5  minutes to keep at 91% or above. So this is a nerf that affects the  keen players who like to play for longer periods of times and encourages those who only dip in for the odd half hour. Seems backwards to me. 

    I like to play for hours... You can just drink some butterfly milk, nibble some piggies, pet some trees, ruminate on an icon, or one of the many other things to get your mood up
    Posted 6 months ago by shhexy corin Subscriber! | Permalink
  • I haven't verified it- but -- I dont think i've ever been offered an upgrade card to help with mood loss .
    The upgrade cards are a VERY VERY sore subject with me - I really dislike the cards alot, maybe even hate, - after this long I still DONT have the upgrades that I want and i find it quite annoying , and un-fun that I cant custmomize my character to my liking (which was SUPPOSED to be part of the game) except for by waiting on RANDOM chance to get the card i want.
    (and yes ive bought reshuffles from auction too - i get offered energy tank and brain capacity cards constantly)

    Back to mood- I have avoided the energy tank cards like the plague- my tank is 830 energy, 830mood , level 29 player.
    I JUST now went in to game (after being out overnight) , got new day , spawned in my home front street , got my img from my rock , contemplated all 11 emblems in my bag, walked straight into my house, walked straight to my icons (on bottom floor) , moved the camoflage decos over while the icons images load up , and reflected all 11 icons (had to stop and tithe 2 i think) , and i went DOWN 6 percent in mood , in that SHORT amount of time ( i think it took me about 2 mins , maybe 2 mins 45 seconds, , but i did not stop-watch it) .
    **********Should i/we be dropping that fast ?? ****************
    This , fast falling , from band new 100percent mood, is exactly why i was chewing rookswort like crazy .. plus the other reasons that people have stated above: mood maintenance to this degree aint fun, i cant socialize without feeling penalized., cant be a wanderer without feeling penalized, etc, etc. Just dont like this nerf ... really.. alot.
    Posted 6 months ago by serenitycat Subscriber! | Permalink
  • As a very casual player, I wonder:
    If you enjoy the free roaming and the social aspects of the game, why do you worry so much about getting max iMG from every action? If you are not looking for max efficiency in your gameplay, what's the big problem about letting mood get below 90%?
    Posted 6 months ago by Kopek Subscriber! | Permalink
  • hi kopek , for me, i MUST gain the IMG for upgrading my character (via the upgraded cards i hate).
    Also , I wish to gain IMG for doing things that i like to do --such as expanding my street and such things that cost IMG to do .
    therefore, i want to keep my mood high so I get the most IMG while i do things in Ur. ;)
    (i'm not sure i'd term myself a casual player or not -that term can mean lots of things.)
    Posted 6 months ago by serenitycat Subscriber! | Permalink
  • serenitycat,

    Yes, of course you need iMG for all that, but why the need for efficiency? I believe that if you stop to chat with somebody or to take pretty snaps (both activities part of what's best in Glitch), then you don't need the max iMG you can get for every thing you do.

    It's not that I feel strongly about this, I just wonder. In this particular case, with "casual player" I mean that I didn't know about the rookswort buff (never used it), and now that I do I want to try it but don't care much about how fast I get iMG.

    I understand a need for max efficiency. I certainly admire, for instance, people who already managed to get to (the new) lvl 60. It's just that I don't feel that caring for mood level is consistent with an easygoing playing style.
    Posted 6 months ago by Kopek Subscriber! | Permalink
  • My concerns about mood have been here since the re-imagining of beta a few weeks ago. 

    I feel that good mood is something that is a basic trait in personality, both in-game and in real life. The idea that mood drops on a timed basis as opposed to actions taken seems inherently wrong to me. Doing things like chatting with friends should actually bump up our mood. Doing a good job when working should bump up our mood as well because we feel proud of our actions. Exploring should bump up our mood as seeing things for the first time is exciting and fills us with wonder at this beautiful world we are experiencing. Giving gifts to friends and strangers should bump up our mood. Being at parties should bump up our mood. Playing a game we all love should bump up our moods.

    The mood drops seem to need to be in place for some reason. Even as players who are enjoying themselves immensely... I leave that to the developers. But here is a thought: The home streets have arguably sapped a lot of interaction from the streets of Ur. In my experience, poking around at home by yourself for too long is what should drop your mood. At the same time, having friends over to your house should increase your mood. Being with other Glitchen in a social atmosphere or even in the same street should increase mood as a feeling of camaraderie is fostered there. This however would leave out and punish shy and reclusive glitches. For that I would suggest creating and including an "Ascetics" skill for people who like to be left alone to contemplate what they will, on their own. Mastering that skill would in effect allow them to maintain mood on a very low input of external stimuli.

    I love Glitch. I have been playing for a long time and I have great friends here. Lately, it is starting to feel like a job to maintain my mood and now it is worse. I will continue playing as I feel that I am an integral part of this community and am glad to be here anyway (my good mood showing through). 

    This game is a joyful game. It is beautiful to experience. The mood drain just seems out of place.
    Posted 6 months ago by Jope Subscriber! | Permalink
  • I really dont like this change. i think it should go back to holding mood even if it has to only be 5 mins
    Posted 6 months ago by Lilac Lady Subscriber! | Permalink
  • It seems to me that the people who are the most frantic about keeping their mood up are the ones that really don't need the img.  after you have the maximum house and the maximum yard and every desirable upgrade card you can get, what are you doing?  Is it only fun if you are getting "rich"?  Is it all about levelling up again? 

    The real problem is the current lack of goals.  once we get our houses and yards straight, we as bored as we were before the housing reset.  img chasing isn't the answer - we need some new quests!
    Posted 6 months ago by Jewel Stoned Subscriber! | Permalink
  • idk, I don't even used to monitor mood and energy loss that makes me unaware-fully died a lot... But considering that bigger energy tank = bigger mood tank and so harder to fill it up once it drops, it sounds suck to have a really big 19k energy tank. How many very very stinky cheese sniffed to return that much mood? D: How many savory smoothies considering it is % of remaining mood instead total mood?
    Posted 6 months ago by rosedragon Subscriber! | Permalink
  • good point Jewel. I wonder if part of the freneticism is driven by weird psychological stuff triggered by seeing your avatar's face up at the corner of the screen, the same stuff that's caused me to keep my mask on since the changes perhaps... this is completely tangential to the topic at hand, which was one that I was REALLY sad to see upon awaking this moning, but which I have not yet investigated in-game yet so am saving my opinions on this for now...
    Posted 6 months ago by katlazam Subscriber! | Permalink
  • Super +1 to Jope's post.  That reflects much better than I might have said how I feel about mood.  It feels out of place, somehow, and the things that should make my little Glitch happy somehow don't.
    Posted 6 months ago by Fleep Subscriber! | Permalink
  • Hate this nerf. I play for fun, this has taken my fun away as I am constantly tense about mood drop. I have a huge energy tank and was managing mood well on butterfly milk and rookswort. I feel like i can't immerse myself in pootling about like I used to. It has become stressful to play.

    I find i am spending less and less time playing glitch, I am not enjoying it much these days.

    Hope you can sort out a happy medium, it's awful to have to keep stressing about mood, I just want to pootle like i used to. :(
    Posted 6 months ago by Miss Parsley Subscriber! | Permalink
  • To the prior commenters who are basically saying "WTF are you worried about vis a vis mood, if all you are is casual?": 

    Here's my answer:  When I do something, I like it to count.

    And when I'm about-faffing? I like it to count socially? But not so much in terms of the "Oh crap, where's all that butterfly milk, also the savory smoothie, and the rookswort, and the emblem rubbing and the other thing..." just so I can get back to the about-faffing.

    And for those of you that need the translation, what I am talking about is walking around Ur, without a clear goal, talking to folks, slapping pigs, oh-hai-tree, and where was I going?

    I can be highly focused in this game: banging out hard bubbles, banging out tree beans, harvesting herbs, yadda yadda yadda.  That's fun for 15 minutes.  Then I like checking my resource routes, getting more bubbles, pausing, talking on global or pbms or the hrr, or whatevs -- without wondering if I'm going to die, or get "rained on" mood-wise.

    I like a casual game.

    But when I'm playing, I like to play, without having to do mega-mood charge so that when I play counts.
    I like it to count when it counts.
    And I would like it to not meter down when it does not.
    Posted 6 months ago by CrashTestPilot Subscriber! | Permalink
  • Jope, you've done a good job of describing how extraverts experience the interaction between socializing and mood levels.

    What you've missed entirely is the fact that introverts experience life in the opposite manner.  Being with people and socializing lower their energy/mood and being alone increases it.  "Shy" and "reclusive" people don't need a card to make them feel good while being solitary. 

    So your solution punishes people who experience life a different way than you do, and your suggested "upgrade" essentially punishes them further.  Mastering that skill should totally reverse your description of how mood works and allow them not to lose mood when they are out in the world with other people.  

    Perhaps we could totally reverse how mood works and you would earn mood by hanging out at home, doing solitary things.   The extraverts could be the ones who needed to earn an upgrade card that keeps them from losing mood when they are out interacting with the world and other people.     If you don't think that's a very good solution, then you can begin to understand why your solution is no solution at all for people who play the game differently than you describe.  
    Posted 6 months ago by WindBorn Subscriber! | Permalink
  • en.wikipedia.org/wiki/Bartl...
    www.mud.co.uk/richard/hcds.htm
    www.gamerdna.com/quizzes/ba...
    www.nickyee.com/daedalus/mo...

    please solve for these use cases.
    Posted 6 months ago by CrashTestPilot Subscriber! | Permalink
  • First off, ctp hit the nail on the head. +eleventy to you, sir. I complain about very little in the way of changes, am good with most of 'em, but this one has hit me hard. I'm a noodler at heart. A lazy leveller. I spend a fair bit of time doing my own thing in-game, but I do participate in group chats and field a lot of IMs. Many of my in-game activities right now are not mood generators--cooking, mining, barnacle and jellisac gathering, route curation bumpf--so unless I'm doing specific activities, like gardening, tree-harvesting, or piggy-nibbling, I'm kinda screwed on mood generation.

    Could we consider a kind of upgrade that gives mood benefit to particular activities? I'm thinking of it as being like a chosen specialisation that provides mood boosts for a chosen tree of activities? Even if these are only for primary activities like mining or other types of gathering, something more than just a tree, garden, or animal interaction boost would be helpful.
    Posted 6 months ago by Voluptua Sneezelips Subscriber! | Permalink
  • +`1 VS.  All basic resource gathering should increase your mood.   
    Posted 6 months ago by WalruZ Subscriber! | Permalink
  • I think there are two issues here that are making people react badly to this nerf:

    High Energy Tanks have a Drawback
    If your energy tank is large then you have very limited options in terms of dealing with mood loss, and Glitchen with large energy tanks haven't necessarily signed up for that.  There was no warning at 4000 energy that said, "Going beyond this point you'll really start to notice that it's hard to keep your mood up," and no warning at 10,000 that said, "Really you are basically going to be down to Rookswort and Savory Smoothies as your only options for mood."

    People arrived at high energy tanks without necessarily knowing the consequences, some of them presumably even took assurances from the FAQ that upgrades were all good: "You will never come across a card that negatively affects your character, so there would be little point in take-backsies." (http://www.glitch.com/help/faq/#q152).

    Then someone said, "Oh, just use rookswort," and they did and everything was fine.  Now a few people are saying "Just use Savory Smoothies" and people will and everything will be fine.  But if something happens to Savory Smoothies then things will not be fine, and Savory Smoothies are actually more powerful at negating mood loss than rookswort was (though slightly less efficient if your goal was to be at maximum imagination multiplier at all times).

    I would like to see the developers address this issue head on: Did you intend for high energy tanks to be a blessing and and curse?  If so then the FAQ should to tell us that and there probably should be some mechanism in the game for shedding unwanted upgrades, if not then something should change so that they don't have a downside.  I'm really sorry, I am loathe to "insist" that the developers address any issue - I think it comes across as arrogant - but here I think there is an disconnect here.  The official messaging and most people's intuition agree that all upgrades should be pure goodness, but that is not how the game actually plays.

    Full Mood as Normal vs. Full Mood as Bonus
    I don't think the mood mechanic is doing what it was intended to do.  I think this is obvious from the fact that the vast majority of players don't even realize that full mood gives 1.2 times base imagination.

    To me the fact that high mood gives more than the "base" imagination assigned to activities shows that the developers intended high mood to be a bonus, not the norm.  As players, however, we all assume that 100% is where we want to stay and 1.2 times the base imagination seems like the normal amount.

    Take nibbling a piggy, which has a base reward of 10 imagination.  I assume the developers would like us to feel that the extra 2 imagination we get from having high mood when we nibble a piggy is like found money, rather than feeling that the 10 imagination we get while at 75% mood represents the loss of 2 imagination that we should have had. (Edit: Sorry, I had this at 85% mood where you would get 11 imagination, not 10)

    How can the system be redesigned to achieve this?  To be honest I'm really not sure, but I think it's worth acknowledging that it isn't doing this now and that many players feel that anything less than 100% mood gives unacceptable returns.  I wouldn't be surprised to hear that there is a significant overhaul of the mood system in the works in the future (even if one is not planned now I assume there is little about the game that won't receive an overhaul at some point) and I don't doubt TS will find a clever way to vastly improve it.  In the mean time, though, rookswort may have been serving as a much-needed patch on a system that isn't quite perfect.
    Posted 6 months ago by Humbabella Subscriber! | Permalink
  • +1 HB.   If there's an increase energy tank upgrade card, there should be corresponding decrease energy tank cards.  
    Posted 6 months ago by WalruZ Subscriber! | Permalink
  • "Hate this nerf. I play for fun, this has taken my fun away as I am constantly tense about mood drop. I have a huge energy tank and was managing mood well on butterfly milk and rookswort. I feel like i can't immerse myself in pootling about like I used to. It has become stressful to play.

    I find i am spending less and less time playing glitch, I am not enjoying it much these days.

    Hope you can sort out a happy medium, it's awful to have to keep stressing about mood, I just want to pootle like i used to. :("

    That is pretty much how I have been feeling, too.  I, too, find myself playing less and less.

    And plus +1000000000 to Humbabella
    Posted 6 months ago by Innie✿, Obviously Subscriber! | Permalink
  • 1) @Humbabella, RE:"base" vs "bonus" mood -- Yes! This is part of what I was trying to say... Maybe if 90% was the new 100%? Re-do the meter so there's a "bonus" section above the default. Make it hard, but possible to push your mood over the normal starting point for the day? Then it feels more like a bonus, but the "base" value doesn't feel like a penalty? The mechanic remains basically the same, bu the label is different?

    2) For those of you frustrated because you don't want to be in a bad mood, what if it was called "concentration" or "mindfulness" and the pictures were tweaked a little? Would you feel like there was less of a stigma around a lower value?
    Posted 6 months ago by EnnuiStreet Subscriber! | Permalink
  • +trillions to Humbabella.

    +more trillions to Miss Parsley. That's how I feel exactly! I increased my energy tank because I disliked running out of energy every 5 minutes and interrupting the flow of activities to meditate, etc. It was stressful! Now mood loss is stressful. Not the point of leisure-time fun activity.

    +even more trillions to EnnuiStreet, especially #2.
    Posted 6 months ago by Flowerry Pott Subscriber! | Permalink
  • +allofthepoints Humbabella.  Hit it right on the head, especially with that second part.

    A thought: if at the start of the new day, the mood bar started at, say, what is currently 85% or 90%--I think the idea of 'base' vs. 'bonus' would be immediately a lot clearer.  Or, wait, it's basically what EnnuiStreet is saying, so +1 to that suggestion.  It's really quite amazing what a little rebranding can do.
    Posted 6 months ago by Classical Subscriber! | Permalink
  • @WindBorn, I was not implying that introverts or extroverts be treated differently. If I neglected the thought that there should be a "Friends=Good Mood" skill I apologize for my lack of forethought. 

    We are, after all, sitting at home alone playing this game. LOL. I just think that the whole concept of mood needs to be developed differently. I personally want to be in a good mood for doing what I like to do. As I am sure an "introvert" likes to be in a good mood for doing what they like to do.

    Peace, maluhia, salaam, shalom.
    Jope
    Posted 6 months ago by Jope Subscriber! | Permalink
  • I have a really small energy tank; mood loss still hits hard.
    +1 Jope, +1 Humbabella, +1 Windborn, and +1 VS.

    At the end of the day, metering my play is kind of not good no mores.
    Remember last week when Sprint said "unlimited data," and then everyone said "Sprint, you lie?"
    This is not like that.
    Because Sprint is evil.

    This is fixable.

    Let's propose interesting ideas to fix it. 
    Posted 6 months ago by CrashTestPilot Subscriber! | Permalink
  • I had no idea increasing my energy tank would make it harder to keep mood up, none at all.

    Hoping that all these things are going to be explained better to future generations of glitchen so they can make an informed choice.

    No time to play, glitch
    no time to smell Ur's roses
    or mood is bad again
    Posted 6 months ago by Miss Parsley Subscriber! | Permalink
  • Totally agree that the devs need to re-examine this issue. Seems the nerfing of Rookswart fixed something (?) that wasn't broken and is causing unnecessary grief. Sometimes you can tinker with something too much. 
    Posted 6 months ago by Leelah Subscriber! | Permalink
  • + ten million to Serenity Cat.  I HATE the cards too, keep getting the same cards over and over and no way to indicate that I don't want them (maybe never ever want them)   They spoil the game for me.

    Also my mood seems to drop much faster than Stoot indicated.  That may be the base rate, but a couple of actions and trips and it is in the low 80s!  If Rookswort has been nerfed then it will be impossible to keep up my mood, even though I have not bought the damn tank upgrade cards (and don't want to, but keep being offered them every flaming day!)

    It is so frustrating to see IMg points drop because mood is low.  It was a pain to grow all the Rookswort, now I will spend so much time making smoothies that there will be no time for anything else!  Is that the intention?
    Posted 6 months ago by Jolycan Subscriber! | Permalink
  • Another possibility for tweaking mood mechanics: how about making more things boost mood by a percentage rather than a flat value? As it is, the 2 mood from squeezing a chicken (for example) is a much more valuable boost for a player with a small energy tank than a large one -- the bigger your tank gets, the harder it is to maintain your mood "naturally" by petting, massaging, squeezing, harvesting, what have you.

    What if some or all of these actions were tweaked to boost mood by some small percent (maybe as small as 0.5% or 0.3%, even?) of your maximum instead? That would go a long way to keep the large energy tank from feeling like a penalty.
    Posted 6 months ago by Tathak Subscriber! | Permalink
  • What if mood didn't raise like energy? What if everyone stayed at a certain initial value like, say, 500 or 1,000? I don't see a reason for both energy and mood to have the same values.
    Posted 6 months ago by Kopek Subscriber! | Permalink
  • I think the points about psychology are right on.

    There's my avatar's image big and shiny up there on the top left of my screen. Do I want to see a serious or sad face? NO. It bums me out to look bummed out. The UI makes mood maintenance seem like a big deal. (BTW I much preferred the non-personalized mood meters of the old interface. All the current buff meters are still awful, imo.) The game is signaling to us that keeping our mood up is important.

    Now that I think of it, I'm trying to understand the gameplay value of having two different metrics: energy and mood. What does it actually add to gameplay beyond arbitrary complexity? I guess my new evaluation questions for this sort of game element are "Is it interesting?" and "Is it fun?" (Of course the two are related, although perhaps not identical for everybody.) For me, the answers for the current mechanic are "not really" and "no."

    IRL mood generally correlates to actual enjoyment. Curiously, the effect of mood management in Glitch is to decouple those two things. It's a conundrum. 
    Posted 6 months ago by Pascale Subscriber! | Permalink
  • Another point for keeping mood up for casual and explorer type players.  Your mood also affects your movement.  Low mood = slow glitch and piddly jumping.  I don't know what level you have to reach when your movement starts getting effected, but if I stop to chat for awhile, my exploration ability shouldn't be punished when I'm done.  This is all outside of iMG gain.

    Let me reiterate that I don't know what mood level you have to be for movement to start being affected, but it IS affected by mood level.
    Posted 6 months ago by Xopher TAF Subscriber! | Permalink
  • I've never noticed my movement being affected before, and I let my mood go into the crapper all the time.
    Posted 6 months ago by Little Miss Giggles Subscriber! | Permalink
  • @Little Miss Giggles - maybe this has been changed / maybe it's only related to exiting Naraka.  I know when you come back from the dead with 0 mood, you practically have no movement and this only changes as you increase your mood.  That said, I haven't really continued playing after leaving Naraka for quite some time so this may have been changed and I always just assumed that low mood = low movement even without death :\
    Posted 6 months ago by Xopher TAF Subscriber! | Permalink
  • Isn't the slow movement is caused the the "Pooped" debuff given out as a result of dying, not just the low mood amount?
    Posted 6 months ago by Flowerry Pott Subscriber! | Permalink
  • I just wanted to say, I really like Pascale's last post.
    Nailed it.
    Posted 6 months ago by CrashTestPilot Subscriber! | Permalink