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I wanted to say that golden items cause players significant frustration when playing this game.
Many players are completionists, and the golden items are one of those things many players will aim to get every playthrough. However, the random nature of the golden items leaves players who are completionists very frustrated as sometimes it can take +5 hours to get that last golden item.
It's not a case of needing to make the game easier. Rather it would be good to cater for a fault in player psychology where they will insist on getting every golden item every run.
I think the current situation has three problematic aspects:
1. it is random
2. only borderline worth it
3. thumb twiddling time consuming
The combination of these three points are leaving many players frustrated and reducing their enjoyment in this game. I think if you change any one of those 3 points, it would be very helpful. Some possible adjustments are:
* if it wasn't random and instead based on getting 5000 of the item
* the RP was reduce to only 1 point, such that it's obviously not worth it as a gameplay strategy
* there is an alternative way to get the golden item by supplying enough resources (there is significant passive thumb twiddling due to not having enough land area to build even larger pastures/orchards or limited by the reload rate of fish)
I think any one of these adjustment will be helpful in keeping the game more interesting for players.
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Good point. I will think about that and try to figure out what would be best
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How about this:
Currently, the chance for a golden item to pop is .03% each time an object is produced, or a 1 in 3,333 chance.
What if that chance increased based on the number of failures? Harvest 100 of an item, gonna just use eggs for the example, without triggering the gold one, the chance goes from 1 in 3,333 (or .03%) to say 1 in 2,500 ( .04%). Another 100 ordinary eggs, odds go to 1 in 2,000 (.05%), and on and on. At 5,000 ordinary eggs (to take the example from KodyR above), the odds would be 1 in 20, or a 5.0% chance. And it could probably be capped at that, as by that time you've got more chickens than Col. Sanders on a holiday weekend...
This way would reduce some of the mind numbing thumb twiddle time, but still keep the random factor for those who enjoy it (catering to another psychological phenomenon, that of indeterminate rewards. Did I mention that I work in a casino? ;D ) and the chance to find the item early in the run so you can focus resources in other ways.
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While i agree with making golden items a bit more exiting, the completionist remarks i dont understand
Golden items have no value on their own, only for the RP they give.
If the goal is to get RP then waiting for several more years in hopes of maybe getting a few extra makes little sense
compared to just building the next wonder, which, in addition, also gives HP for the abdication.
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