Author Topic: Bring back the Tria  (Read 5853 times)

mistnmc

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Re: Bring back the Tria
« Reply #30 on: April 05, 2013, 02:17:51 am »
No offence intended, but I would like to remind you guys/girls of something: PS is a game, not a RL simulation. We are here to have fun, not grind. We already do grind in our real lives. We should first look at the things that may unsettle the game balance IMO.

And I'd like to say that I don't agree with some of the ideas that if implemented, would cause people spend more time to achieve same amount of in-game-reward. Not that I'm saying those ideas are not realistic, or bad, but they are not appealing either. A person who sleeps 8 hours a day, and works 8 hours a day only has a mere 8 hours left to himself/herself. When we include the daily-activities such as dining, bathing etc. not much free time is left. Time may be the only limited source in Hydlaa, but it is also the most sensitive topic to be tampered with, IMO.

tman

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Re: Bring back the Tria
« Reply #31 on: April 05, 2013, 03:00:17 am »
I don't think anyone's advocating making it harder to get money.  Unless I misunderstood, the OP wants money cuts across the board (prices, quest rewards, and training).  So it would take the same amount of time to level up and stuff, only the actual amount of money changing hands would be different.

But I do think the root of the inflation that caused the problem in the first place is the lack of money sinks.  Money is added by NPCs constantly via quests and purchases, but money really only leaves the economy through training (which is why it's so expensive in the first place).  If there were more optional money sinks like the pterosaur, then the inflation wouldn't be so bad and you wouldn't as likely run into the situation of GM auctions selling unique by ICly mundane items for millions of tria.
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mistnmc

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Re: Bring back the Tria
« Reply #32 on: April 05, 2013, 03:23:14 am »
I was actually talking about "making resources more scarce", "reducing drop rates", "moving harvest zones to more remote locations", "prevent people harvesting stuff by just picking them from ground", "Add a hunger system, and raise hunger level faster if character is doing physical labour and also a hunger sickness"

These ideas, while providing some sort of remedy to the problem that Zalya had addressed, are also adding to the difficulty level of the game. They are all good ideas which add up to the realism of the game, but in the end, there are many players who dislike the "Hard" difficulty setting.

Rigwyn

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Re: Bring back the Tria
« Reply #33 on: April 05, 2013, 03:33:28 am »
One little problem is that the system is balanced pretty well now.  It would be a shame to see it all get scrapped because someone didn't want to be paid 20,000 circles by a player for a beer. It used to be a real bitch to make enough tria and progression points to make any progress in leveling a skill. If you wanted to be a competent healer or baker for example, you had to first go into the woods and slaughter the shit out of everything that moves, gut them, and sell their horns and innards in order to fund your training - which is kind of contradictory. At least now, you can train a skill and make enough revenue from your work to fund more training.


Illysia

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Re: Bring back the Tria
« Reply #34 on: April 05, 2013, 03:41:17 am »
At least hunger and sickness can be prevented from being a burden by simply making it so that not taking care of the issue provides a low debuff and a reasonable buff for keeping it done. That should make it a part of the gameplay without being cumbersome. After all, you can get debuffed for being sick already and it's not too bad.

However, it is not so much balanced now as comparable off the scale which helps but at this point training needs to scale back. Either the amount of training you need to do needs to be cut back or the cost needs to be cut back. Then the tria getting pumped into the system can be cut back as well. It's not like the other buyable items are so high priced that a slight cutting back will hurt you. One hour of PLing a skill can set you up pretty good for non training and and weapon/armor repair/replacing related stuff.

Pakarro

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Re: Bring back the Tria
« Reply #35 on: April 05, 2013, 09:24:14 am »
I want to point out that - as I think I said in my previous post on the topic - shortening income cannot solve the problem.There is only one possibility to sink money: guild houses. Which is not a permanent thing. Or quitting players. But players who stay and are in a guild with a house just accumulate wealth, maybe spread it a bit, but from game mechanics they have no other choice than to accumulate. Dumping the tria on a bank and let them rot there is a possibility, but not very ic-ly....

So, once more, shortening income will hit beginners, but does not solve the problem in the long run.

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Eonwind

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Re: Bring back the Tria
« Reply #36 on: April 05, 2013, 12:10:31 pm »
I was actually talking about "making resources more scarce", "reducing drop rates", "moving harvest zones to more remote locations", "prevent people harvesting stuff by just picking them from ground", "Add a hunger system, and raise hunger level faster if character is doing physical labour and also a hunger sickness"

I would like to point out a few decisions the devs team has already discussed about:

- "making resources more scarce", "reducing drop rates", "moving harvest zones to more remote locations": we have no plans for that and mineable and harvestable zones are present in every map, should we move some harvestable zones it will be done to better fit settings needs or to fix bugs not to make peoples life harder
- "prevent people harvesting stuff by just picking them from ground": some respawn rates for plants are admittedly too fast, should we tweak it a bit is only to better balance the system (remember, an out of balance factor may bring in issues that otherwise would not exist)
- "Add a hunger system, and raise hunger level faster if character is doing physical labour and also a hunger sickness": we already discussed this point and we don't want to introduce a hunger system that would penalize RPers and could be a potential trouble for everyone; we instead think food should give beneficial effects and we recently introduced a new system of buffs/debuffs for food. We also added the indigestion capabilities to add a gameplay element and balance the food buffs in the process. Physical work (crafting system) already drains the character stamina and food helps to restore it (as long as some potion and some spell) so there is already a synergy between work-food.

mistnmc

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Re: Bring back the Tria
« Reply #37 on: April 05, 2013, 05:06:34 pm »

I would like to point out a few decisions the devs team has already discussed about:

- "making resources more scarce", "reducing drop rates", "moving harvest zones to more remote locations": we have no plans for that and mineable and harvestable zones are present in every map, should we move some harvestable zones it will be done to better fit settings needs or to fix bugs not to make peoples life harder
- "prevent people harvesting stuff by just picking them from ground": some respawn rates for plants are admittedly too fast, should we tweak it a bit is only to better balance the system (remember, an out of balance factor may bring in issues that otherwise would not exist)
- "Add a hunger system, and raise hunger level faster if character is doing physical labour and also a hunger sickness": we already discussed this point and we don't want to introduce a hunger system that would penalize RPers and could be a potential trouble for everyone; we instead think food should give beneficial effects and we recently introduced a new system of buffs/debuffs for food. We also added the indigestion capabilities to add a gameplay element and balance the food buffs in the process. Physical work (crafting system) already drains the character stamina and food helps to restore it (as long as some potion and some spell) so there is already a synergy between work-food.

The tweaks you've mentioned are indeed good and certainly does not impede players' fun at all. ^_^