I had this idea a while back, but haven't bothered writing it down before now. Although I believe the game won't suffer from simply increasing shard rates (and everstone rates for that matter), this suggestion is a better solution if the devs are opposed to do that.
My suggestion is to multiply shard drop rates by some number (ideally four) and multiply the shard cost for a tutor move by the same number.
For example, this makes green shards appear 100% on relicanth (instead of 25%), but moves such as pain split will now cost 12 green shards instead of 3. So what exactly does this change? Statistically, this decreases the variance of the time required to hunt shards. I will try to explain this by using an example of our current system:
Assume that the expected time required to hunt one green shard is 30 minutes right now. Then with the new system the expected time of hunting four green shards (which has the same value as one green shard with the new system) would still be 30 minutes. However, the difference between the two scenarios is that within any interval of time about 30 minutes, say 25-35 minutes, you are more likely to find exactly four green shards with the new system than finding one green shard with the old system. To summarize, shard hunting will become much more consistent. Grinding is the most boring thing there is, but the fact that it is also inconsistent totally grinds my gears.
Now, the reason why I think the multiplier should be four is that this will bring the green shard rate to 100% for relicanths. This is really importiant, since relicanth is a major reason why the current system is so inconsistent.
On a less serious note, this will make people have larger stacks of shards in their inventory. Bigger numbers have been proven to attract players, and this fact is used consciously in games such as pinball and other arcade games (where scores are ridiculously high), and RPGs generally aim to use higher damage outputs than their predecessors.
Pros:
-Shard hunting becomes more consistent and less luck-based
-People will have lots of shards and be attracted by the beatiful big numbers :3
Cons:
-Lucky players (i.e. nobody) will spend a longer time hunting for shards.
-Shard values will drop (this will be irrelevant in the long run)
Question
PandaJJ
I had this idea a while back, but haven't bothered writing it down before now. Although I believe the game won't suffer from simply increasing shard rates (and everstone rates for that matter), this suggestion is a better solution if the devs are opposed to do that.
My suggestion is to multiply shard drop rates by some number (ideally four) and multiply the shard cost for a tutor move by the same number.
For example, this makes green shards appear 100% on relicanth (instead of 25%), but moves such as pain split will now cost 12 green shards instead of 3. So what exactly does this change? Statistically, this decreases the variance of the time required to hunt shards. I will try to explain this by using an example of our current system:
Assume that the expected time required to hunt one green shard is 30 minutes right now. Then with the new system the expected time of hunting four green shards (which has the same value as one green shard with the new system) would still be 30 minutes. However, the difference between the two scenarios is that within any interval of time about 30 minutes, say 25-35 minutes, you are more likely to find exactly four green shards with the new system than finding one green shard with the old system. To summarize, shard hunting will become much more consistent. Grinding is the most boring thing there is, but the fact that it is also inconsistent totally grinds my gears.
Now, the reason why I think the multiplier should be four is that this will bring the green shard rate to 100% for relicanths. This is really importiant, since relicanth is a major reason why the current system is so inconsistent.
On a less serious note, this will make people have larger stacks of shards in their inventory. Bigger numbers have been proven to attract players, and this fact is used consciously in games such as pinball and other arcade games (where scores are ridiculously high), and RPGs generally aim to use higher damage outputs than their predecessors.
Pros:
-Shard hunting becomes more consistent and less luck-based
-People will have lots of shards and be attracted by the beatiful big numbers :3
Cons:
-Lucky players (i.e. nobody) will spend a longer time hunting for shards.
-Shard values will drop (this will be irrelevant in the long run)
Edited by PandaJJLink to comment
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