Topic

Staff Topic

[Updated] Nerf: Quoins in "Ticket to _______" upgrade card locations count towards daily limit, with some exceptions

UPDATE: We are going to switch to a different way of limiting the rate at which iMG/currants/mood/energy/favor can be produced through the use of ticket cards: quoins in these locations will again be exempt from the daily quoin limit, but their use will limited to 11 times per game day.

In addition, (a) the price of activation will go up slightly for players with higher quoin multipliers (b) you will be able to 'eat' tickets to return most of their purchase cost.

We'll be releasing this change tomorrow [Weds, Sept 12] and will post here when we do. UPDATED: This is now launched.

So that the ensuring discussion makes sense, the original post is preserved below:

______
Until now, quoins you collected in the "Ticket" locations (listed here) did not count towards your daily quoin limit. (Actually, at first they did count, but we changed it because it was sucky to use one of the cards and then find that you couldn't actually collect any of the quoins.) 

Now, the quoins you collect there do count towards your limit, BUT: if you hit your limit in one of these locations you can keep collecting until you are done. (When you are at your limit, you will not be able to activate another card until the new day.)

The motivation for this change is pretty simple: for players with large multipliers, it was overwhelmingly more "profitable" to spend each moment using the tickets over and over. The tickets were meant to be fun, but if you do 150 of them in a row they cease being quite so fun :\

Also, now that we have sharding, being at your limit isn't as bad — you can still join in a sharding party and reap the quoinly benefits.

Posted 93 days ago by stoot barfield Subscriber! | Permalink

Replies

  • It's been pointed out to me that since there's 11 giants, a strict 11 card limit would make even more sense.

    So my official vote is, 11 card per game day limit.

    With either no cooldowns, or one to two minute cooldowns. The increasing cooldown idea from #2 seems a little overcomplicated, especially if an official limit existed as well.
    Posted 93 days ago by Haze Subscriber! | Permalink
  • As far as the cooldown idea goes, I'm not sure that making it progressive is necessary.  Why not just a flat 5 minute cooldown after each card?  That way people have to go out and do things, but can pop off to do a card every 5 mins or so if they want to?  THat way if you were really really dedicated you could probably get in 11 per hour, or 40ish per game day, but more than likely you won't be quite that on the ball.  People who really really want to do lots of cards can, but there is no point just sitting at home doing them all day with a 5 minute cooldown.  You might as well go out and be sociable, which after all is what this is all about.

    Also, to satisfy those who have stockpiled large amounts of cards, either in towers or for personal use (and I freely admit I am on of them) why not do something like you did with the giant amicability potion?  All cards currently in someone's possession keep the old mechanics (no limit, play them freely) an all new cards will come with the newer limitations.  That way those people who have been hoarding don't really have anything to complain about, and honestly speaking many of the cards will become collectibles anyway, and many people may not wind up using them.
    Posted 93 days ago by FineousFingers Subscriber! | Permalink
  • i like 2 best but 1 sounds like a good idea overall becuse the quoin limit just makes me go D= every time i hit it
    Posted 93 days ago by blackzeta Subscriber! | Permalink
  • I'm not a huge fan of completely removing the hard quoin limit either, because as more people play chances are the high multiplier quoins will be super scarce (and probably mostly pointless since they'd be affected by the gradual decrease in value too).

    Limiting the amount of cards you can use in one day or the amount of iMG you can get from them in one game day (adjusted by level or quoin multiplier or entry fee or all of them) seems like a good compromise - it means players who don't have the time to play often aren't at a disadvantage when it comes to using their cards (since there are no cooldowns).

    It's also not particularly odd since there are other features in the game limited to x amount of times per day (e.g. icon actions, harvesting) and there is a daily cap placed on favor/iMG earned from donating to shrines (I assume for the exact same reason why a nerf to the tickets was necessary). No careful wording or explaining would be needed (just warn players there's a limit once they've reached it or are about to, like shrines do), it'd have no impact on other features, and the cards would still be useful to everyone.

    You could also have two daily quoin limits - one for regular quoins and one for quoins from tickets, though that may be unnecessarily overcomplicating things to get the same effect as an iMG or ticket cap.
    Posted 93 days ago by Makai Subscriber! | Permalink
  • Okay so qurazy quoins don't count towards or at all in terms the limits. Shouldnt we then be able to still use the tickets to get those? Such as in Radial heights.
    Posted 93 days ago by Nirosu Subscriber! | Permalink
  • One and two are great suggestions. Not crazy about three.

    Just wanted to add (and I'm sorry if this has been brought up before) but for some disabled people like me, the tickets are a really nice way to keep playing at an even more relaxed pace than usual. This isn't a pitch to throw out the whole nerf, just saying that playing only cards is sometimes the most I can do in a day.
    Posted 93 days ago by ZenMonkey Subscriber! | Permalink
  • I like 2 a lot--there are other cooldowns in the game and you end up with an ultimate limit (9-ish) on the number of special cards per game day overall, while still allowing a few within a reasonable amount of time. (One could still accumulate more cards in a deck run than one could use but that's Glitch-life. Let's see...just in this game day, I've gotten 11 and it's not the first time. There are other days I get none. It's balance. Isn't there a Giant responsible for balance?)

    I like 1, too, but I think, offhand, that the value drop needs to be greater or quicker. A few trips around the quoin-bouncing islands would still get you a lot of iMG and I think this would result in less game days spent in low levels. (And it's hard enough finding a level 3-5 player!) I could be convinced otherwise by running some numbers but...need more coffee and math hurts without coffee.

    Since I'm not a fan of activation cost, the idea of 3 repels me. Now we're beyond just a bad sales pitch and verging on fraud. If there's a high activation cost, am I really going to be able to make it up? ("It costs 10,324 to enter and I might only get 9,722?") Yeah, it would cut down on activations per game day but not in a nice way.
    Posted 93 days ago by Teem Subscriber! | Permalink
  • Option 2 definitely sounds fairest (although I may be biased as a recent card addict).

    It seems to limit card overuse in a predictable way, without overly punishing those who genuinely enjoy visiting these areas.

    Agree that the time between successive cool-downs should be fixed rather than increasing.
    Posted 92 days ago by richi Subscriber! | Permalink
  • @ stoot - I like the idea of a card cooldown, although I'm definitely not a fan of increasing the cooldown time. The same kind of set time limits we have when teleporting or visiting AL seems fair, no? No matter how many times we use spinach, our buffer is the same, no matter how many times we munch rookwort  it lasts the same amount of time, teleporting cooldown is the same no matter how many times I TP in a game day, why should this be any different than any other buffer we have in the game? Set a reasonable cooldown period and stick with it? Please? It doesn't take very long to zip through the cards so 9 seems like a very low number of times to be allowed to visit per game day, in my opinion.
    Posted 92 days ago by Gertie Mack Subscriber! | Permalink
  • I prefer the idea of being able to use a fixed number of cards per day. The cool-down time seems like an unnecessary complication though. I don't use tickets that often. I have a bag full of them. When the bag overflows, I use the overflow tickets. However, I usually go into my house or something and just do them one after another - a couple total. It would annoy me to no end to use one or two and then have to wait or find something to do for just a minute or two. Use one. Wait. Ugh. No thanks.
    Posted 92 days ago by Faux Paws Subscriber! | Permalink
  • it also seems like a very low amount of time spent to earn a ton of imagination
    Posted 92 days ago by shhexy corin Subscriber! | Permalink
  • Yesterday in the first 30 minutes of the new day, I checked in with my rock, reflected my icons, jumped around in the bouncing areas, quaffed a potion of avarice and ran a few ticket games until I ran out of available quoins.

    I earned 65,000i in 30 minutes.

    Which is, you know, a lot. If I could do that every 30 minutes for a 4 hour game day, that'd be half a million imagination - and with ticket cards, I bet I could do it (we've had several Glitchen show that you can get millions like that.)

    I do think that that amount of "power leveling" is less than ideal in a game. People don't want to talk about game balance, or don't want to accept that maybe it's needed, but I honestly do think it is. I would much prefer a limit to number of tickets per day (not a cooldown, but a limit. If I want to run ten ticket cards in a row, I should be able to - but then I'd be done. I do like someone above's suggestion of capping it at 11.
    Posted 92 days ago by Aliera Subscriber! | Permalink
  • I read the first few pages of woe (and participated!), and then suggestions and staff ideas. Just wanted to throw my ideas out there as a most-days-casual player who used these cards occasionally in bunches.

    Personally, I liked the idea of a no-trade/drop on the tickets. The cards you get are the cards you have. Granted, it would give a short-term unfair advantage to players like myself who have amassed a large amount already, but it also adds excitement to getting cards in the shuffle. Cost would not have to be adjusted and the quion limit change could be reverted. I'm sure you could also modify the rate at which they show up if it's still a problem. Also, they would have to be given a small value so they could be destroyed through vendor or donation. I'm thinking mostly of low level players for whom it may not be lucrative to use and they may not want the bag / house clutter.

    In addition to this change, I think the quion modifier could be changed to level based. This makes the tickets more interesting for low level players who may not have focused on QM cards, since they will be seeing larger numbers, and thus the advantages a higher multiplier brings. It would also make it less lucrative for higher level players to chain run the events, effectively cutting the img gain in half, without nerfing it as an alternative way to refill energy/mood.

    I absolutely despise the idea of a cooldown. Hate hate hate it. Part of the pleasure for me is grabbing 5 cards and chaining them, trying to get the timing down on all the jumps and movements. A cooldown absolutely kills the fun factor more than anything else. But that's just my passionate opinion. :)

    I'm not very fond of the removal of max quions. I like that you guys came up with the idea, but don't think it will play out well in practice. The cards will still become sdb fodder, because who will want to run them at 1/10th value? You again leave us with the choice of collecting world quions or using cards, but not both. People will also flock more than ever to the "super" large world quions, even if they only get 150 img instead of 3000. I'd much rather they not touch it at all if they've already grabbed 500 quions that day. I understand it would help you herd everyone towards sharding, but I feel it would be a poor gameplay decision.

    But as always, it's your game, we're just figments in it. I just wanted to provide some more feedback than my earlier comment.
    Posted 92 days ago by XD Subscriber! | Permalink
  • well, this kinda sucks. part of the fun of the tickets was that they didnt count towards my daily limit. Oh well. Im sure it evens out the game somehow. (Hence why Stoot and the like are devs, and I am not. LOL)
    Posted 92 days ago by Serenity's Mommy Subscriber! | Permalink
  • If everyone keeps saying that what level you are doesn't matter, and you shouldn't worry about leveling up, then who cares if people want to grind away at tickets?

    On another note, I like any of the alternatives Stoot mentioned as opposed to the limit currently imposed.
    Posted 92 days ago by Glondor Glitch Subscriber! | Permalink
  • I don't see that option 1 is much of an improvement on what we have now.   From those streets I net about twice what I pay to get in; at 50% returns, I'll net about 50% of the admission cost - basically the amount of a QQ - and at 25% I'd lose IMG.  I am longing for the day when we can spend our IMG to get something, but I don't want to just flush it down the drain.  ETA: similarly with option 3, it'd be sorta worth it to go in, except I'd be blowing - whatever they have, fifteen quoins of my quota - to net the value of one single in-world high value quoin.   
    Posted 92 days ago by oscarette Subscriber! | Permalink
  • I don't like this change. It was nice to have a little extra to help, especially for the lower levels. Instead of taking away the nice perk, why can't you just put a cap on the img multiplier instead.
    Posted 92 days ago by Kiiarra Subscriber! | Permalink
  • Keep it simple. Limit the number of cards used to 11 a day. Don't apply the quoins collected to our daily limit. Casual users will not be penalized because of abusers, and the cards will still benefit low level players. Being able to buy/sell/trade will make it beneficial to eliminate the cards from our decks without the penalty of accumulating massive numbers of cards that players may or may not use.

    The solution to the card problem doesn't have to be complicated.
    Posted 92 days ago by Ozlaine Subscriber! | Permalink
  • Having slept on it, I really don't see why a cooldown should increase progressively in length. That seems likely to feel frustrating, for no good reason. I'm starting to see the advantages of a flat limit with no cooldown, and as others have suggested, 11 per day seems pleasantly Glitchy. I would be okay with fewer too.
    Posted 92 days ago by Pascale Subscriber! | Permalink
  • Agreed with those who would prefer a simple limit on the number of cards you could play per day, for many of the reasons cited above.
    Posted 92 days ago by katlazam Subscriber! | Permalink
  • Yes, why not a simple limit on the number of cards that can by used in one day?  It seems to solve the problem without the disadvantages of other options.

    Option 1 would still result in some of us considering the cards to be worthless because other locations provide better quoins and allow us to be more selective about which quoins we get. Also, the current limit on quoins has an advantage from my point of view. Sometimes I like to play in areas where people come to get quoins without having to worry that I'm grabbing the quoins they want.

    Option 2 has the result of also limiting the number of cards that can be used in one game day, but doesn't allow a game to be played several times in rapid succession, which may be important to those intent on mastery.

    Although I personally like option 3, most players aren't going to want to spend time doing math to make sure they don't end up with a net loss of iMG.
    Posted 92 days ago by Splendora Subscriber! | Permalink
  • Guess I'll weigh in.....I agree that the fairest and simplest solution would be Ozianine's suggestion.
    Posted 92 days ago by GreyGoose Subscriber! | Permalink
  • On Cards/tickets:
    I have already reached level 60, learned all the skills,  and now have no clue what  to do with the 200+ card-tickets I have since they are the only cards I get apart from Reshuffle and Get out of Hell.
     I don't think it is a good idea changing the Upgrade tickets to what they are now.
    What about making the cards/tickets what they used to be 'Not count towards the daily coin limit' but with a cool down time of 5, 10 or 20 minutes between each card played. No progressive, it would always be 5, 10 or 20 min cool down time as it is for the Ancestral Lands.

    Another idea would be to  take cap out of the leveling and make each level obtainable by doing different quest/tasks.

    Do away with the two systems of having the Img & the currants. Only deal with 1: either only currants or only Img. As it is right now, there are too many things in the game obtainable only with currants compared with the ones obtainable with Img.

    My favorite Glitch quote:''I want to be able to name  my SDBs in my Tower'' Oh wait I said that!
    Posted 92 days ago by Jeasilver Subscriber! | Permalink
  • Option 1 is too complex, and would result in a lot of confusion.  Also, some players would spend ALL DAY collecting quoins, because it would still be the most profitable thing you can do in the game, and then you'd just nerf it again anyway.

    Option 2 is the way to go, IMHO, but set a flat limit on the number of cards, and skip the lame cooldown periods.  Barring use of actual bugs, and ignoring the ways of converting dollars to currants, the only true advantage that any player can have over any other is time: the more time you spend on the game, the more img, currants, and items you will have.  Cooldowns give a big advantage to people with more time to kill.

    Raising the maximum cost of entry from 2025i to 5025i would mean that I'd net around 2000i per card, which is a third less than the 3000i I get from a standard large Roobrik quoin, so option 3 is just icky!

    Truly, though, I'd love to know what we're supposed to do with all this img once we've finished upgrading and cultivating.  We can't spend it, or change it into currants, or give it away... all we can do with it is buy keepable cards, most of which just give us more img.  Is some new use for it coming along any time soon?
    Posted 92 days ago by glum pudding Subscriber! | Permalink
  • Option 1 sounds cool to me.
    Posted 92 days ago by koolaroo Subscriber! | Permalink
  • glum pudding - indeed I currently have around 2,600,000 imagination, have nothing to spend it on and am only level 51... so god* knows how much  I will have by the time I'm level 60

    * and Humbabella
    Posted 92 days ago by shhexy corin Subscriber! | Permalink
  • ooh, unless they come out with some imaginary rare items for us to spend it all on! 
    ;)
    Posted 92 days ago by shhexy corin Subscriber! | Permalink
  • I love Jimothy's idea.

    In reading this thread and reading people's concerns about it being harder to level without the tickets as they were, I agree...but I wonder if we're losing sight of something. The original teaser video invites us to "play for a long while." I may be way off, here, but my sense is that maybe it was envisioned that we'd level over the course of months or maybe years, that we'd get some of those insanely demanding badges over time; that they'd pop up as we went along. Thanks to different play styles, there will always be someone that madly grinds, but we can always take our time and just enjoy noodling along if we choose.

    I agree that it's a tough go for lower-level players. Budgeting img can be frustrating and it can take ages to get anywhere. My alt is 9 months old and lvl 23, and it got a LOT more challenging after the conversion to img. It's hard to play in some ways, but again, eventually she'll get skilled up and img'ed up and it does get easier. It just takes time.
    Posted 92 days ago by Voluptua Sneezelips Subscriber! | Permalink
  • Aliera - try being a low level player. In fact, all of you in favor of making these tickets untradeable/unsellable, or significantly limited in some fashion, should try starting up a brand new character. This game is notably harder for new players than it was before iMG and upgrades, and I've often thought that if I had started out now I wouldn't have stuck with the game. There are so few things that make the game simpler for a newbie, and the tickets were the primary "break" my alt character ever got. There is a crazy imbalance between how much iMG you get from playing as a low- or mid-level player versus a high level player. And the lower level players are obviously the ones who need iMG the most! I am so frustrated hearing from so many people who say it's so easy to earn obscene amounts of iMG they don't even need. You aren't the only players! Those of us with low quoin multipliers, or people just starting out, do NOT get obscene amounts of iMG without hours upon hours of game play. We also don't get heaps and piles of these tickets because we're still plodding through the game to buy upgrades, just to provide some relief from how much we have to grind the game. And if you consider that many people can't devote hours a day to Glitch, the game feels even harder (read: less enjoyable).

    I still say there should be a reverse quoin multiplier effect for the tickets, but they should remain just as available. People with 100x multipliers need to remember that not everyone has that benefit, and we are struggling to get there. The tickets as they were, unlimited, vastly eased my (and others') gaming burden. If you take that away, my incentive to play, achieve upgrades, levels, badges, etc., is greatly diminished. My overwhelming beef remains that rewards are very lopsided in favor of veteran players with high quoin multipliers and the low'/mid-level players seem completely forgotten. The game needs to draw new players, and retain those of us at the bottom or middle, without penalizing us because people at the top get too much.
    Posted 92 days ago by Pengwen Subscriber! | Permalink
  • p.s. It would be amazing to be able to gift img to other players, even if the amount we could gift was capped. Even an amount that seems like peanuts to a higher-lvl player with a high multiplier (5K? 10K? 20K?) would be fantastically helpful for someone new. I'm sitting on 14 mil img and have nothing to spend it on. :/
    Posted 92 days ago by Voluptua Sneezelips Subscriber! | Permalink
  • Pengwen: I was a low level player before Ticket Cards. I know how hard those first levels are, when you have to walk everywhere and you can only nibble once and struggling to get enough currants to buy the tools I needed as I learned new skills. I've only been here since April, after all.
    Posted 92 days ago by Aliera Subscriber! | Permalink
  • Can we please have new cards then? This is going to make reshuffling a real bore.
    Posted 92 days ago by Priscilla Parsley Subscriber! | Permalink
  • i say we put this wonderful conundrum to a vote. we have votes, why not use them? let non subscribers vote too. 

    even as a not so low level player, these cards really help my gameplay.  some things simply arent easy to do, esp as a new player.  im sure i just "dont do it right" but i rarely have over 50k currants OR img just sitting around, so i know how it feels, even as a level 43 to want something and work towards it.

    before the cards if i wanted lots of img i had to do a lot of grinding, which i suppose is fine, even though i hate it. but what is a low level supposed to do? they may not be able to make 500 beans, they may not have the skills etc. not that im coddling anyone, just sometimes those of us who have been around a while forget how hard it can truly be.
    Posted 92 days ago by awesome sauce01 Subscriber! | Permalink
  • Thinking more about it, I am way more against option 2 than I was last night. I just don't like the idea of cool-downs for the cards since they require a skill that takes lots of practice to master. I'd rather just have a hard limit on the cards than one limited by cool-downs. The 11 limit that others are suggesting sounds nice.

    Still not sure what to think of option 3. If it required math to know that I'd be losing iMG on my 12th card of the day, I wouldn't want to figure it out. Nor would I want to go into the card and find out when I was finished.

    For those talking about changing iMG into something else, I think stoot or some other dev has mentioned that is something they may do in the future. I might be wrong, but I'm pretty sure I read it somewhere in the forums.
    Posted 92 days ago by Little Miss Giggles Subscriber! | Permalink
  • Those of us with low quoin multipliers, or people just starting out, do NOT get obscene amounts of iMG without hours upon hours of game play

    You get the same amount of img from every other task, though.  There are plenty of tasks that give high img - that you have to build up to, of course.

    I only  maxed my quoin multiplier because I ran out of other things to do. I probably get one or two quoins on an average session, and I still have obscene amounts of img. 

    Not every high level player is a quoin freak. 
    Posted 92 days ago by shhexy corin Subscriber! | Permalink
  • I think Pengwen has made an important point. My personal playing style has led to some extended contact with new players, and I've seen a couple of patterns:  1. Play intensively, trying to get enough iMG and currants to be able to do the stuff they see other players doing and posting about, and then burn out.  2. Withdraw from many of the social aspects of the game in order to avoid interaction with other players who have so much more and can do so much more.

    While it may make sense to make things like ticket games proportionately more rewarding for lower-level players, perhaps we need something more radical.  Right now, new players are valued primarily as folks who can be given things.  Some new players enjoy unsolicited gifts, but others do not. So maybe there need to be some special things that only new players can do or make, giving us some reasons to value them as something other than folks we can shower with gifts and advice.
    Posted 92 days ago by Splendora Subscriber! | Permalink
  • Perhaps if we could nibble them...
    Posted 92 days ago by WalruZ Subscriber! | Permalink
  • Or maybe they could squeeze us :)

    EDIT: Just kidding, of course.  Even if the chickens do like it, one of the charms of Glitch is the absence a PvP orientation.
    Posted 92 days ago by Splendora Subscriber! | Permalink
  • Splendora - i love your suggestions. I'm open to the cards having limitations of some kind if there are new incentives for players not at the top. And my main concern is not for myself but for those struggling because of RL time constraints and game limits. I know many players who don't have lots of time for Glitch but don't want to feel penalized by how hard achievements seem when they log in. Bonuses of some sort would be awesome and make newbies/mids feel special/valuable too.
    Posted 92 days ago by Pengwen Subscriber! | Permalink
  • All these solutions are needlessly complex. Just make the cards no-trade. Make reshuffles no-trade too so players can't spam them to get more "ticket to" cards.  You get to play whatever "ticket to" upgrades you're lucky enough to be dealt. It never really made sense to me that iMG cards could be auctioned or traded in the first place.

    If you're wedded to the other solutions I'd prefer diminishing returns on quoins past your limit. I've never been fond of the way quoins aren't even worth jumping for after you hit an arbitrary limit.  A timer on the cards is a pain in the butt if you get dealt 4 or 5 cards at once.  The increased cost/diminishing returns with higher quoin multipliers sounds confusing.
    Posted 92 days ago by Lucille Ball Subscriber! | Permalink
  • I am pro-nerfing but very much anti-cooldown.

    I use the cards while waiting for the machines to craft. I use the community machine room and have watched many other people pop in and out to upgrade card locations while they too wait for machines to finish crafting. Maybe this is an edge case but if so it's a popular edge case for community machine users
    Posted 92 days ago by Hydi Subscriber! | Permalink
  • I understand that balance needs to be achieved. But I'm not keen on more restrictions etc. I would prefer to see more ways for higher level players to spend their img. Why do all the games and quoin areas need to be img driven? Ever since the rare items were introduced I've been working at making enough cash so I can buy something the next time around. I'd love to have the choice to earn currants rather than img. Or maybe we could be given the option of converting img to currants. 

    Perhaps in addition to rare items, there could be more expensive items that would keep players working to earn the cash to buy them. We love to spend! Please give us more ways to spend our earnings and find balance in the game that way.

    I also love the ideas about new players having their own unique skills to offer the older players. Just one idea, what if once a player reached a certain level, they would lose the ability to, say, harvest vegetables or beans?
    Posted 92 days ago by Riverwalker Subscriber! | Permalink
  • I'm rather sad about this. :( I liked having the cards as a way to keep getting img after I'd hit my daily limit, my multiplier isn't ridiculous and I've only got 1-2 of each. I do understand why it was necessary, though.

    I've read through a few of the suggestions, and I do agree: rather than having them count towards our daily limits, why not not limit how many we can use per day? I'd also suggest nerfing the quoin multiplier depending on how much each player's is, but I don't see that as being a very efficient or even a reasonable suggestion. So in that case, what about setting a limit for the quoins that sit in the locations? So, they're still affected by the quoin multipliers up until a certain amount. For example, jumping to get a currant, and the max currants you can get from is is like. 20? No matter what your multiplier is. If that makes any sense at all.

    Another suggestion I liked was making the cards soul-bound, so you can't trade or sell them, but they do make nice gifts for newbie players, so that might defeat the purpose. D:

    I dunno, I'm just kind of sad that my bonus activity has been taken away. :( I don't know what else to do now that my idle time activity is gone.
    Posted 92 days ago by rayflo Subscriber! | Permalink
  • My feeling is that while the cards were overpowered, they only hide the bigger issue and that is the quoin multiplier. Especially it's effect on high value quoins.

    If you head down just one of the lines you can reach the top end skills in a weekish and get maybe 10x the img you could before, quoins take much longer and are much stronger.

    Not certain of the solution maybe have the multiplier start at 10x so there's only a 10x difference between high and low, and rebalance quoins about that. Or have the multiplier only effect lower value quoins - possibly a cap of img per quoin?

    Of the proposed solutions I'd go with 2, or the X cards in a day that's been proposed.
    Posted 92 days ago by Kanzid Stonebreath Subscriber! | Permalink
  • I don't see why the change was NECESSARY (as several people have suggested). It might have seemed like a fix to a problem that might have seemed to exist, but it's pretty hard to envision it as necessary. People weren't streaming away from the game, abusing each other, setting fire to schools, or otherwise disrupting virtual or real societal fabric.
    Stoot asked if the games, repetitively played, were fun. I'd say, no, but neither is mining or collecting 1000 spice or nibbling piggies for me. I don't like waiting for my bean seasoner to cook up 40 bean tree beans, but I like the sweet haul of iMG. Some things in the game I do because they're fun. Some I do because I need to do them to get to the fun. Sort of like life.
    When I hit level 60 before, I started playing differently, but I still enjoyed the game. When I get there again--perhaps 2 weeks later after this change--I'll probably change my play again. Is that really a bad thing?
    Posted 92 days ago by Flash McPherson Subscriber! | Permalink
  • what other activities can give you 1,000,000 img in a day?
    Posted 92 days ago by shhexy corin Subscriber! | Permalink
  • "Just one idea, what if once a player reached a certain level, they would lose the ability to, say, harvest vegetables or beans?"

    Sorry, but this doesn't make very much sense. Once a player has invested in learning the skills (in this example, Croppery and Arborology), they should not lose the things that the skills do.
    Posted 92 days ago by Flowerry Pott Subscriber! | Permalink
  • People are talking a lot about new players so I thought I'd add my two cents as a relatively new one (I started in August and have just hit level 21, but not by using the cards since my quoin multiplier is only 3.8x). 

    The one really troubling part of Glitch to me -- I mean, the part that gives me trouble and frustration -- is that the game doesn't start easy and get harder, it starts hard and gets easy.  I'm pretty antisocial and have a hard time talking to strangers online directly, I've never said a word in global chat, and although when strangers add me I'm happy to add them back I wouldn't know where to start a conversation. (The last time I posted on one of the forums about, also, how hard it is as someone new, a stranger added me and sent me a few nice things and I'm still very grateful, but it's definitely the exception to my experience not the rule). I've never had a lawn party where people come and dump stuff there. Some glitches, of course, do! I know one glitch who literally has her lawn literally covered in things every time she signs on. She had thousands and thousands of food items given to her from the moment that she got out of the tutorial area and was accessible.

    I'm not saying this because of a sense of sour grapes (if that kind of experience happened to me, much more of an introvert than her, I'd probably get so embarrassed and awkward I'd have trouble convincing myself to go online for a while! I have no jealousy, I want to say that up front).  I'm saying it to help highlight how even for starting glitches, the idea of "how easy" it is can vary drastically.  Upthread, it was mentioned that part of the experience of glitch was that higher level players could donate easily to lower-level ones who could accept it -- but it was also mentioned that some glitches who weren't social would miss out on this.

    I'm an example of one who "misses out" and also doesn't want it -- I'd like to be able to do as well as a glitch who gets things donated through my own effort, but I can't. I'm doing better now that I'm level 21 and have focused on learning growing skills first and foremost, so I can get more out of each harvest.  But getting enough IMG for that next upgrade is still a big problem.  Usually I can only play an hour a day (I have a 45-hour work week and 1.5 hours of commute every day, leaving me little time to split up among glitch and other things).  One day this last weekend I could finally focus and just play for a few hours and finally managed after a lot of work harvesting and then giving my results to shrines to get around 20K img -- just enough added to my paltry 15K img to get the 36K brain upgrade and then I was back to zero again.

    The brain is a big part of this at low levels. Basically, cycles go like this:
    I want a skill that I can use to develop my character and get more benefit (img) from -> I don't have enough brain space so it'll take a long time -> I had better save for the next brain upgrade -> Then several TENS OF THOUSAND S of img (usually takes me a week or more to earn) later I can buy that -> Back to 0 img  -> Oh but I've still got a 250% penalty --> Better save 50K img this time...

    Everything I do goes into pumping up my brain. I can't buy the other fun upgrades because I have to save it all so I'm not spending a week trying to learn a skill that I picked because I wanted to play with it AT THAT MOMENT.

    It's endemic of the sort of "Hurry up and wait" you have to deal with at low levels. Not enough currants to buy tools, no skill to make them: Either a player gives it to you or you slowly grind. 

    Conversely, getting img at high levels is (as this thread discusses) easy. People talk about how they've got over a million img they can't use; I'm lucky if I have more than 10K at a time, and if I do, it's because I'm saving it. 

    I understand that the point of it is to draw the game out, but it feels like the difficulty is weighed at the wrong end of the scale.

    ANYWAY THAT WAS A LONG DISCUSSION but the reason I brought it up was because at first I wa slike "?" over the value of these cards since I get such a tiny return from each one.  Still better than spending the same amount of time walking around the map and I use them as I get them, but it's such a -- well, tiny speck, just bigger than other tiny specks. My initial thought was "Who cares if they're limited, everything else only gives a small amount back each time anyway".  Except now I realize that it's really only that way when you're lower level or have a smaller quoin multiplier.  And now clamping down on it to make it hard for the higher levels is just going to make it harder for the lower levels too.

    I wish I had suggestions from here; the most I feel I can do is offer this perspective.
    Posted 92 days ago by Diabolical Moeblob Subscriber! | Permalink
  • @Kanzid Stonebreath While the lower-value quoins were great within their time (pre-iMG), iMG requirements to level have scaled greatly (formerly, level 59-60 took 497k XP to reach, now it takes 1.7m iMG to reach). So I see it as entirely appropriate that quoin multiplier scales much higher now (although indirectly) with level. I maxed mine out around level 50 or so, and if quoin multipliers were capped to be reasonable to a level 30-40 player, players at higher levels would find them completely useless and completely disregard the game mechanic, possibly even getting frustrated with the game entirely. I remember the first quoin multiplier nerf, when it was capped at 100x. Several high-level players became extremely angry after that one, and threatened to leave. I'd imagine nerfing quoin multipliers a second time would not turn out very well.

    @Flowery Pott: +1
    A. A lot of players choose to play the game entirely on their own. This would completely and unnecessarily alienate them.
    B. There are badges for everything (well, almost; guano harvesting is an unfortunate omission it seems). It would be unfair to render a given badge or series of badges completely unobtainable if you didn't get them at a low level.
    C. I use things in vast quantities. For example, I frequently go through 20-40k allspice in an IRL day with my crafting. People overprice things, so I'd much rather be able to get these myself.
    Posted 92 days ago by Jus​tin Subscriber! | Permalink
  • Nothing more to add, but I wanted to give a big thanks to Diabolical Moeblob for that post. It really is difficult for me to comprehend the new player experience these days - when I came back to find the iMG & brain changes, I had already learned all the skills and had a healthy iMG bank to go with it - so I very much appreciate posts like that :)
    Posted 92 days ago by Vera Strange Subscriber! | Permalink