i agree trundamere. they should just limit the number of tables you can gain xp from at once. like after the 10th active table, you can still make the same number of stone, you just dont get exp from it.
ingvar, ps hubs are an exception and brilliant genius. a footfall masterpiece and a stellar example of a valuable contribution to the community. at this point trying to compete with fallon would probably take more genius than most people have and its sort of a natural monopoly. any other portal network is less robust and fully featured. i dont know how we got on the topic of real estate value so intensely, but i do believe that there are some loose ends in the design of the xp system and some unrecognized opportunities with how cubits work.
Well, I can tell you how we got here - I dragged us here. Iâm trying to make the point that the value of what youâve built and plotted has much more of an impact than the total number of plots, and that a lot of the most valuable sites in the game were made with a quantity that anyone could acquire by about lv.15 or lv.20.
⌠Which gets back to the question of how someone wins at âreal estate pvpâ, to which the answer is âabout 16 plots and value addedâ.
How many plots is someone even supposed to have before theyâre considered a threat?
Actually, the current meta is so obvious that itâs practically a requirement of the game. Its stopped players from experimenting (in this area) because it was so obvious, a natural consequence of progression.
There are easier methods already in game being ignored due to the prevalence of it.
Outside of that though I agree with you 100%. And now the devs have basically declared that having a crafter alt is an exploit.
Iâm not sure how the real estate conversation aligns with the clear statement that this is not about âforcing players to buy more cubitsâ. I guess overall my take is that Iâm still taking it in.
In my opinion, you either respect the fact that it hurts their feelings, or you can waste a million years trying to make them come up with some objectively reasonable answer.
I havenât seen a single suggested âfixâ for this âproblemâ that doesnât involve making sure that we have âno child left behindâ.
The only possible way to do this is to shame/punish achievers.
my point is more along the lines of brute force if you dont have a great idea like the premier portal hub. or these big ass empty cities in places like bituula. that bothers me to no end. ive walked through some amazing looking ghost towns, owned by one person. im talking about people wanting to try to be vicewarden or whatever, AFTER this exploit is removed. theres a lot that is broken by this exploit, and theres a lot that is going to be broken after it is removed.
my highest character is like level 32. my crafter⌠gathering materials to make teaching pies no less lol. i wont even get to enjoy something that i thought i discovered myself, and this change will create two classes of people. those who got a chance to use it, and those who havent. im not even sure i think it would be better if it were removed just because of how powerful it is. sure since its got so much traction now the devs have to do something, but i guess we can start the arms race of finding the next best thing.
I guess this could go back and forth forever, but if thereâs one thing I can state objectively, itâs that Iâve personally never felt threatened or disadvantaged by anyone whoâs used this XP trick. If you asked me to pick them out of a lineup, I couldnât even tell you who they are. I know more than a few folks who had infinitely higher Early Access backer tiers than I did, and I know people who spent enough money to buy a real planet in our actual solar system, so I know there were also some folks who got to where youâre talking about without ever leveling.
But in the end, I guess it really does come down to @Nightstar 's explanation about personal feelings - if itâs bugging you, then itâs just bugging you and thatâs all there is to it. And youâve been reasonable about this whole thing, and I donât think either of us wants to camp here all night - it smelled like you were trying to step out about two posts ago - so Iâm just gonna salute you and be on my way.
Maybe it does hurt some people? Maybe Iâm just that insensitive?.. That last part seems entirely plausible.
^^ you can get to my little farm at alcyon on hubbit network or fairytales network.
Iâm running over 90% efficient on tool use, it just depends on how much you want to pay attentioin but if you break through the one layer of soil there you get to a gleam floor that alerts you youâre done with the pass right away.
I also added a ton of request baskets so farmers donât even have to move if they just want to dump their trunk.
(this is laughingly off topic but itâs also my current take on the rock-> stone issue)
There was some chat about how not to affect new players:
I just get the feeling that a significant part of the objections are not coming from those concerned with how it affects new players (this isnât directed at you) but more that it is removing a short cut to gain plots with very little effort.
I see what you are saying, but I think by the time you are in a position to be employing alts you would have a few different ways to quickly level up to 20 anyway?
So I donât see that so much of an issue.
It seems to me that the real issue for the devs (I may be reading it wrong) is the higher level characters using this process to cheaply level for cubit/plot gain.
If you wanted to add a âsolutionâ to the âproblemâ of quickly levelling an alt from 0-20, the xp gain could be removed from the alt?
I personally donât think it would be necessary, but could be an option.
I do believe that is the major problem, yes, however I also think the devs are not happy with people being able to give stuff to their alt and semi-AFK level. Therefore I believe the problem is a little more complex then just the hard hitter âabusersâ who use it to get 11M exp or so in one go
Maybe. But it is still the most effective way, since you are using the effort of your main char which can do a lot more, and then there is the passiveness of it for the alt being leveled since it is a side effect of mining.
I am not 100% sure if I understand the question/request in full.
This might create confusion for new players who quickly discover they can make alts and do so.
Also the game would need some way to define a char as a âMainâ which might make the situation very complex if you have a new player with a handful of alts that are all under level 20.
Asymmetrical rule sets are typically not the best way to go about things.
However, I did make some suggestions on changing the skills and they way to level skills here, which kind of ties in with what you said:
I donât think I explained it very well, but it essentially boils down to you get better at a task (gain xp and level related skills) by doing the task.
If we take rock to stone as an example, you would only be levelling up the âmass craftâ skill as it doesnât really involve anything else, and only if you have that specific âcrafterâ skill tree active on that character.