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29 minutes ago, xTrainerSithisx said:

Why are they gonna nerf lucky eggs? unless they will now work with exp share?

Short answer: Because they are being reworked into different items very soon, and they are too good right now.

 

Long answer: Items which set the baseline of progression ahead of "default" for an infinite duration, like Lucky Eggs or Amulet Coins, force players to use the items in order to stay at peak economic efficiency, and there is no disadvantage to using them (compared to Abilities, where there is a variety of effects players can choose from to min/max their farming). They make it very hard to balance the game properly, as we can't plan our EXP curve for everyone when you can just add a +50% modifier on everything which is entirely optional, and can be missed by many players. Eventually they will be moved into a usage-based system which is consumable.

Edited by Kyu
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1 minute ago, Kyu said:

Short answer: Because they are being reworked into different items very soon, and they are too good right now.

 

Long answer: Items which set the baseline of progression ahead of "default" for an infinite duration, like Lucky Eggs or Amulet Coins, force players to use the items in order to stay at peak economic efficiency, and there is no disadvantage to using them (compared to Natures, where there is a variety of effects players can choose from to min/max their farming). They make it very hard to balance the game properly (we can't plan our EXP curve properly when you can just add a +50% modifier on everything, which is entirely optional and can be missed by many players.) Eventually they will be moved into a usage-based system which is consumable.

That makes sense to me I look forward to seeing it thank you for the reply

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5 minutes ago, Kyu said:

Short answer: Because they are being reworked into different items very soon, and they are too good right now.

 

Long answer: Items which set the baseline of progression ahead of "default" for an infinite duration, like Lucky Eggs or Amulet Coins, force players to use the items in order to stay at peak economic efficiency, and there is no disadvantage to using them (compared to Natures, where there is a variety of effects players can choose from to min/max their farming). They make it very hard to balance the game properly (we can't plan our EXP curve properly when you can just add a +50% modifier on everything, which is entirely optional and can be missed by many players.) Eventually they will be moved into a usage-based system which is consumable.

So can we assume that they will be easier to obtain? If not I can't see it being a item anyone cares about very much if it's consumed with use.

Edited by epicdavenport
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25 minutes ago, epicdavenport said:

So can we assume that they will be easier to obtain?

For some of the items, maybe. These 2 aren't the only ones which I'll be taking a look at though.

 

Quote

If not I can't see it being a item anyone cares about very much if it's consumed with use.

The Lucky Egg economy of 2012 tells me different (people attach value to whatever is rare in order to display wealth, and this system would be rare/deflationary for Lucky Eggs in particular), but ignoring that, let's assume something like a 250% EXP boost for 1 in-game hour occurs. I think many people would be interested in that kind of buff in order to min/max their farming during their limited playtime.

Edited by Kyu
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