Rock to Stone XP - A critical look from a Root Cause Analysis perspective

This is an MMO. Things get nerfed/buffed all the time as the game grows and evolves. Thats a risk we all take when mass crafting/mass buying. Being that nothing is currently set in stone, this could potentially become more valuable if changed.

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At the end of the day it’s just a game so what will be will be, I have every faith in the Devs and I’m sure a good compromise will eventually be reached, I still see the game being in it’s early stages with plenty of teething problems still to come.

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Its pretty surprising the conversations have been so civil with so many ideas tossed out. Starting to feel a little like EA again.

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Hmmm, isn’t it your game? :wink:

What if Guild endeavor earned experience, and it was more experience the more time spent in the guild area? Or even have a helix that boosts exp gain?

Just brainstorming.

You can already dedicate 5 points and have this permanently.

Does this not create a situation where solos players are directly affected as well as smaller guilds that cannot afford the buff? I am all for the guilds offering some benefits to players like the ones in place now. But I feel this is probably going too far in making membership in a guild that can afford the buff almost mandatory.

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I feel this has been a productive conversation, with good back and forth dialogue. It’s been worth the effort to keep up on this one for me.

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I will agree, I also (as I said) do appreciate @james letting us know their concerns as it probably lets us come up with better solutions.

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I guess the main problem with rewarding social actions is the automation of awards and inability to distinguish between useful social actions and cheesing. For example, signwriting was mentioned above - a very useful community service - but I can’t think of a way to reward it that doesn’t lead to someone just re-writing signs with gibberish over and over.

I think given it’s difficult to measure intent in a game, and so difficult to automate that kind of reward, that there’re limited options. Some ideas:

Dev/community manager involvement in player-run events. This already happens from time to time but could be expanded and more generous. If someone puts on a huge infrastructure with plots and whatnot for, say, a themed building contest with a coin prize, they could be rewarded for the event management and so could the contestants. Something like mini cheat loafs (with a much more palatable name) could be given out at events. Maybe 100k xp for the organiser, depending on scale of course, and 10k each for participants. Or something else, I’m just plucking figures.

Expansion of the daily/weekly objectives system with measures that are possible to automate. Perhaps:

  • complete a buff helix for your guild = n xp
  • contribute n endeavour = n xp
  • restock your shop stands = n xp per item up to 200xp per day

There are likely others that could be measured without being prone to being gamed but I don’t participate in the social side much due to constraints so others are probably better placed to offer suggestions.

If the oft-requested player made dungeons come about they would be an ideal opportunity to push some more community xp to players. That would also be something solo/small group players could work on without needing to be an active group participant at the time of the rewarding activity.

Everything would have to be daily/weekly capped I think though to stop two or three people just swapping give/receive sides to cheese large amounts of xp. Luckily the objectives system is already like that so it doesn’t introduce confusion into other game systems or feel like a punishment.

Same here. It’s given me food for thought with your explanations behind the xp removal.
I like the idea of the teaching pie switch, feels like a positive solution which targets the root of the exploit.
Maybe if this was implemented you could then make the rock XP 1 instead of 0?
Again, another positive step, rather than remove it and upset some people’s legitimate playstyle.

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Hopefully if the teaching pie switch is implemented they can leave it at 2. I hope!!!

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Another way to fix the exploit, would be to only allow mass crafting skill after lvl 20 or 30.

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Of course I know the game and a new player might not but all I can think about is the additional grind to get 200 blocks to start their first build because we prevented a player from mass crafting. I think we need to always allow efficiency for the players that may not have as much time to play. And really the harder levels to get are above 30 anyway, so is this the place more players are likely to use the exploit?

A little off this topic, I did find it interesting that james said they are looking at allowing more skills sets. So would this offer and advantage to those that are using skills sets versus alts?

I know this sounds like I am tearing down your ideas and I do not mean it that way. Just would like to come up with solutions that are neutral to new and more advanced players.

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Not at all, I welcome logical debate!

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I would prefer 2 but for me, accept 1. What I would like to see is more points for finishing the objectives. I forget to do many of them partly because I do not get enough gain from doing some of them. That would encourage new players to give them more attention also, and feel positive about doing them. Generally I’m more focused on the task at hand, right now mining for ores and to be honest to get more rock to turn to stone to get the “exploit” as I came up with a idea for a build for the guild, a fun thing to do. A Playground! LOL

Okay, back to being serious. We do need to keep the xp for the crafting of stone and bricks. I think the suggestion of changing the teaching pie to being a death reduction pie is a fantastic idea and there could be two types, one that would require less hard to get items that would give just half the reduction, say reduce 25% and the teaching one go to 50% reduction. That way those who can’t get the items to make the teaching ones or afford to buy them can get the lower level/cheaper ones and still have some help.

What I think is great also is how civil this thread has been, for the most part, showing how if we try we can have a discussion without slinging mud, put downs and be supportive of each other. Wish more conversations were like this.

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That’s a valid point.

I’m largely a solo player (Literally just started getting involved with a guild last week)

There is a large part of organizing for an effective guild that isn’t equitable to in-game experience. Maybe just passively gaining experience for certain guild organizers. This would allow a solo player or even a small guild to still get experience for doing guild things.

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Another suggestion.
If the Devs decide the removal of teaching pie is the way forward, there could be a competition to find the most innovative replacement.

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I completely agree. I gave up doing the objectives early on, mostly because I got most of my game play info from @Jiivita (here’s a free promo for ya!! : great vids by the way) videos, these forums, discord, and the xp didn’t seem worth the effort. I didn’t use mass crafting as a leveling task until I could craft my own teaching pies. This was about level 40 on my main, and an alt in the 25 range. Perhaps if the tutorials gave more xp I would never have used the exploit.

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Jiivita is great, although i’m biased towards “Dad and Dax Play Games” as that’s my channel lol.

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