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TOPIC | Up the Card Chances a Little

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Kolo

The Tower

(he/him)

account age 7/9

Nov 24, 2023 14:41:11
I don't think it is worth it. For all we know, the alchemy items could become even more in demand than the cards, and that demand can shift over time as the economy becomes more active and more players join. With the coding cost associated I'm very firm on the "no support" side.
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Mercrow

Brambleberry Fields

(they/them)

account age 6/9

Nov 28, 2023 22:18:36
I think players being able to designate a preferred drop as a pity target for an area after beating that area's boss at least once makes sense and theoretically scales. I also think it would support sanity/healthy engagement with the game. Knowing that after 50 to 80 runs you are guaranteed the drop you're after if you don't obtain it before then seems reasonable for how long the adventure mode takes to clear, and I don't think it would break the economy in any way.
-- Last edited on Nov 28, 2023 22:19:04
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PixelTea

Milk Tea

(he/him)

account age 6/9

Dec 5, 2023 7:31:03
Not just the cards either, majority of my SoN runs end in me getting just seeds and other equally as worthless items... I think items should have an invisible "worth" value attached to them, a number that is higher for more highly-valued items; the common drops should have a very low worth value because they are obtained from almost every single site activity, and items with only one acquirement method should have a higher worth value. Idea taken from a "priority" value that many older games had to let the AI make "smarter" decisions.
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Nae

Briah

forum helper

Dec 5, 2023 8:15:02
PixelTea said
Not just the cards either, majority of my SoN runs end in me getting just seeds and other equally as worthless items... I think items should have an invisible "worth" value attached to them, a number that is higher for more highly-valued items; the common drops should have a very low worth value because they are obtained from almost every single site activity, and items with only one acquirement method should have a higher worth value. Idea taken from a "priority" value that many older games had to let the AI make "smarter" decisions.

This isn't true. SoN has a designated boss drop slot that always triggers. Sure this may be a fifth copy of the Heart of the Woods Map, but that's still a boss drop.

Players are always going to feel that's worthless compared to a Business Card, but it's still a boss drop nonetheless.
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starrine

Cherrywood

(she/her)

account age 6/9

Dec 16, 2023 1:20:53
As someone who has gotten a 55+ in a row run without getting a card and emailed squid to make sure my account wasn't bugged, it was incredibly disappointing and frustrating when opening cards is my favorite part of the game and I was specifically grinding for cards. I spend about 30 minutes on each run on average, which means I spent a total of at *least* 27 and a half hours adventuring trying to get *one* card to open. For a casual player who only does one run a day, that could literally be a couple months without a card. I've done a lot of grinding since then, and have gotten several 20+ runs multiple times.....which, hasnt been nearly as painful, but every time I dread getting back up to the 50+ again, because I know theres never a guarantee that you'll get one and you could be as unlucky as OP and get up to 80+ or who knows even 100+ with no card. OTL

Just something to think about.
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Crabcake

Average Towne

(xe/he/zer)

account age 7/9

Dec 16, 2023 1:44:56
I've read all of these and just wanted to let anyone know who might be subscribing/reading I am unsubscribing to the thread (it's not anything that anyone did, I'm just a little overwhelmed with the amount of responses! I promise), so please feel free to ping me instead!

I just had this thought, and maybe it's a little different than what I've started this for but...what if there was a way to craft Business Cards?

Hear me out- some things in the game take some long term grinding for hard to get materials. Best example I can give is the Lodge! That takes quite awhile, and it would be highly costly to buy all the stuff to craft it. If there was a way to craft a Business Card and it had high cost ingredients/materials, I could see it being viable potentially without tipping scales. But I would make it costly materials, definitely.

I don't know, maybe that's a pretty different idea than upping the chances, but I can see that working a little better especially since it seems like the coding requires a lot of logs and maintenance and stuff.

Oh, and thank you to everyone who's been pitching in with their ideas and reading! And thank you too Squid for reading this thread flowers
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SquidSisters

Inkopolis

(she/they)

account age 6/9

Dec 18, 2023 16:53:51
I haven't been keeping track of how many adventures I've completed unfortunately (Knowing that would probably sadden me), but I haven't gotten any cards from it at all. I will keep trying, though!

Hmm, the suggestion about making cards craftable sounds pretty interesting!
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Truffula

Restful Grove

(any pronouns)

account age 6/9

Dec 22, 2023 16:35:56
What if the special boss drops, instead of being random, cycled? So all that would need to be done would be to note the last item that dropped for that user, and give them the next one in line. It would only be random the very first time.

Squid said
My one hesitation for boss drop pity is that the system does not know what is a "valuable" boss drop as all of the boss drops are implemented as equal odds.

Given the future volume of adventuring locations and potentially community "favorite" items, it would not scale very well if I needed to hand code specific item exceptions in for every new location. I have been really careful to build adventuring so that all new locations are front end work only with no coding necessary and I'd like to make sure it stays like that.

To scale this more broadly, would then every boss drop need pity? And if so, would I then need to log when you last received dozens of unique boss drop items?

It is just very technically messy to do. Possible, sure, but not very long-term streamlined. Especially given that some locations may not have any "favorite" items while others have multiple.


This makes a lot of sense, and I hope my suggestion might simplify it, because it will continue to treat all boss drops equally, and require no special coding for any particular one beyond that it would be cycling instead of random.

-----

An entirely separate idea for this: in order to equate/somewhat equalize the values of the drops, you could create a system where users could turn in any N of the items, perhaps a limited number of times per day, for their choice of the items.

I'd envision it this way. Each of the drops, optionally, can be exchanged for a new item, a Heart of the Woods token (or similar token for whichever adventure location). This could then be redeemed by turning in 20 of them, once a day (or whatever number of tokens/times per day you set) for a *choice* of the prizes.
-- Last edited on Dec 22, 2023 17:04:51
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Elseya

Turtle Pond

(any pronouns)

account age 7/9

Jan 2, 2024 11:53:11
I think that either cycling boss drops or having one favorited item for pity would be a really good idea!

Crafting cards sounds interesting too, though I'm not sure how much that would alleviate the frustration of no card streaks if it uses items you'd be able to get regardless. Maybe as a separate feature thonk
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Willow

Lockholm Sanctuary

(she/they)

account age 7/9

Jan 2, 2024 13:32:23
Elseya said
I think that either cycling boss drops or having one favorited item for pity would be a really good idea!

Crafting cards sounds interesting too, though I'm not sure how much that would alleviate the frustration of no card streaks if it uses items you'd be able to get regardless. Maybe as a separate feature thonk

I don’t care for the idea of it being craftable, because it’s something that a not-cat from (for now) Gardenhome has that they sent out and you found. It’s not something your village stonemason (for example) could craft.
I’m very much of the opinion It’s not something you make, it’s something you find.
Willow She/Her
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