Manual resetting. Please. It'll make the feature so much better and get rid of so much frustration.
The genes already cost 100g, and the price keeps dropping, so even if the market is flooded with them - well, it's already flooded, and it's only the start. Some familiars are close to fodder price already.
Just let us choose the things we want to dig the extras of instead of forcing us to spend the resources digging for some random trash.
Besides, it's only the first digsite. In a year or so we'll have several of those, and if at this point we need, say, a Fissure gene, or another scene, we'd have to spend a few weeks battling with RNG, wasting pickaxes or resorting to using 25/50 magnifiers, and abandoning all the new sites while getting copies of familiars we've already awakened long ago? Sounds fun.
And don't even get me started on apparel, good luck getting a specific item for a new outfit.
Manual resetting. Please. It'll make the feature so much better and get rid of so much frustration.
The genes already cost 100g, and the price keeps dropping, so even if the market is flooded with them - well, it's already flooded, and it's only the start. Some familiars are close to fodder price already.
Just let us choose the things we want to dig the extras of instead of forcing us to spend the resources digging for some random trash.
Besides, it's only the first digsite. In a year or so we'll have several of those, and if at this point we need, say, a Fissure gene, or another scene, we'd have to spend a few weeks battling with RNG, wasting pickaxes or resorting to using 25/50 magnifiers, and abandoning all the new sites while getting copies of familiars we've already awakened long ago? Sounds fun.
And don't even get me started on apparel, good luck getting a specific item for a new outfit.
Oh no, it gets *worse*. I just reached level 2 today.... and that's it. I'm at the max. No more exp for me.
I haven't even uncovered half of the plots/items yet, but now not only are my tools (more than)half-wasted by randomly working on plots I've already finished, but I am *also* wasting *all the experience* I get from them if I keep digging.
My only alternative is, what? Stop getting anything at all from Arlo (other than mustering tools I guess, which still wastes exp but at least it's less) and wait until they raise the experience cap???
Please FR, please at *least* raise the experience cap so people can reasonably uncover all the available plots (at least) one time without hitting it. Wasting experience hurts *worse* than wasting tools.
Oh no, it gets *worse*. I just reached level 2 today.... and that's it. I'm at the max. No more exp for me.
I haven't even uncovered half of the plots/items yet, but now not only are my tools (more than)half-wasted by randomly working on plots I've already finished, but I am *also* wasting *all the experience* I get from them if I keep digging.
My only alternative is, what? Stop getting anything at all from Arlo (other than mustering tools I guess, which still wastes exp but at least it's less) and wait until they raise the experience cap???
Please FR, please at *least* raise the experience cap so people can reasonably uncover all the available plots (at least) one time without hitting it. Wasting experience hurts *worse* than wasting tools.
Come to the dork side. Do not make me de-story you. Image © Diaktoros
[quote name="BlueTrillium" date="2022-02-19 09:11:59" ]
Oh no, it gets *worse*. I just reached level 2 today.... and that's it. I'm at the max. No more exp for me.
I haven't even uncovered half of the plots/items yet, but now not only are my tools (more than)half-wasted by randomly working on plots I've already finished, but I am *also* wasting *all the experience* I get from them if I keep digging.
My only alternative is, what? Stop getting anything at all from Arlo (other than mustering tools I guess, which still wastes exp but at least it's less) and wait until they raise the experience cap???
Please FR, please at *least* raise the experience cap so people can reasonably uncover all the available plots (at least) one time without hitting it. Wasting experience hurts *worse* than wasting tools.
[/quote]
It’s sucks that they had such a low experience cap
The only upside of a low experience is once you unlock the items you want, there’s no downside in hoarding tools until the next digsite is released
BlueTrillium wrote on 2022-02-19 09:11:59:
Oh no, it gets *worse*. I just reached level 2 today.... and that's it. I'm at the max. No more exp for me.
I haven't even uncovered half of the plots/items yet, but now not only are my tools (more than)half-wasted by randomly working on plots I've already finished, but I am *also* wasting *all the experience* I get from them if I keep digging.
My only alternative is, what? Stop getting anything at all from Arlo (other than mustering tools I guess, which still wastes exp but at least it's less) and wait until they raise the experience cap???
Please FR, please at *least* raise the experience cap so people can reasonably uncover all the available plots (at least) one time without hitting it. Wasting experience hurts *worse* than wasting tools.
It’s sucks that they had such a low experience cap
The only upside of a low experience is once you unlock the items you want, there’s no downside in hoarding tools until the next digsite is released
[quote name="DragonSage" date="2022-02-19 09:46:39" ]
[quote name="BlueTrillium" date="2022-02-19 09:11:59" ]
Oh no, it gets *worse*. I just reached level 2 today.... and that's it. I'm at the max. No more exp for me.[snip]
[/quote]
It’s sucks that they had such a low experience cap
The only upside of a low experience is once you unlock the items you want, there’s no downside in hoarding tools until the next digsite is released
[/quote]
Yeah, and if you wanted to do that (just get what you want and then hoard til next release), you could do it even if there was a higher exp cap, so really it's not an upside, just a reduced downside for people that want to go that route. :/
DragonSage wrote on 2022-02-19 09:46:39:
BlueTrillium wrote on 2022-02-19 09:11:59:
Oh no, it gets *worse*. I just reached level 2 today.... and that's it. I'm at the max. No more exp for me.[snip]
It’s sucks that they had such a low experience cap
The only upside of a low experience is once you unlock the items you want, there’s no downside in hoarding tools until the next digsite is released
Yeah, and if you wanted to do that (just get what you want and then hoard til next release), you could do it even if there was a higher exp cap, so really it's not an upside, just a reduced downside for people that want to go that route. :/
Come to the dork side. Do not make me de-story you. Image © Diaktoros
Big, huge support on locking plots you're not interesting in. Maybe every 5 or 10 levels you get a "tarp" item that covers a plot and makes it non-interactable. Tarps can be removed or applied at any time, and you can use all tarps that you have on hand at the same time if you'd like. So if Arlo ends up having 20 levels with a tarp being given out every 5 levels, that's only 4 plots locked/inactive out of 16. Seems like pretty good scaling of RNG in favor of players for those who chose to invest their effort into maxing out AAA.
Big, huge support on locking plots you're not interesting in. Maybe every 5 or 10 levels you get a "tarp" item that covers a plot and makes it non-interactable. Tarps can be removed or applied at any time, and you can use all tarps that you have on hand at the same time if you'd like. So if Arlo ends up having 20 levels with a tarp being given out every 5 levels, that's only 4 plots locked/inactive out of 16. Seems like pretty good scaling of RNG in favor of players for those who chose to invest their effort into maxing out AAA.
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It's been almost 2 weeks since the release and I have all the items I wanted (everything but the apparel)- except that I stopped digging after 3 days and bought all but one item for a pretty low price.
I also have 10 days worth of unused resources, meaning if they were to release a new digsite I could just spend 2 days doing rugged work until I unearth the first thing and use the precise work for everything else, potentially getting all items at least once within a couple of days.
I do not think this is how Arlo is supposed to work?
It would be nice if the devs at least said something about all the unhappiness surrounding Arlo. An instant solution isn't necessary but it would be nice to have our problems acknowledged at least.
Fun fact: I still have one plot that hasn't even been touched once by the rugged work while all the other plots have at least 3 tiles uncovered.
It's been almost 2 weeks since the release and I have all the items I wanted (everything but the apparel)- except that I stopped digging after 3 days and bought all but one item for a pretty low price.
I also have 10 days worth of unused resources, meaning if they were to release a new digsite I could just spend 2 days doing rugged work until I unearth the first thing and use the precise work for everything else, potentially getting all items at least once within a couple of days.
I do not think this is how Arlo is supposed to work?
It would be nice if the devs at least said something about all the unhappiness surrounding Arlo. An instant solution isn't necessary but it would be nice to have our problems acknowledged at least.
Fun fact: I still have one plot that hasn't even been touched once by the rugged work while all the other plots have at least 3 tiles uncovered.
I think they should just get rid of the timers entirely & just let us use our already extremely limited resources in one go, like gathering turns. (You get fewer resources than you do gathering turns unless you're really lucky anyways)
I just don't see the point of the timers when they're only 10/15 minutes. A time based process should be a thing you set & forget, so you come back to see a nice chunk of progress later/the next day. I'm lucky I've managed to train myself not to be obsessed with maximizing output/being ahead of the crowd so i can profit off initial scarcity, having to stay on top of a 10 minute timer sounds hellish.
I think they should just get rid of the timers entirely & just let us use our already extremely limited resources in one go, like gathering turns. (You get fewer resources than you do gathering turns unless you're really lucky anyways)
I just don't see the point of the timers when they're only 10/15 minutes. A time based process should be a thing you set & forget, so you come back to see a nice chunk of progress later/the next day. I'm lucky I've managed to train myself not to be obsessed with maximizing output/being ahead of the crowd so i can profit off initial scarcity, having to stay on top of a 10 minute timer sounds hellish.
[quote name="BlueTrillium" date="2022-02-19 09:11:59" ]
Oh no, it gets *worse*. I just reached level 2 today.... and that's it. I'm at the max. No more exp for me.
[/quote]
every new revelation about how arlo works makes me like him even less. i'm so tired.
honestly i'm probably just gonna stop digging after i hit my exp cap, which should be tomorrow. i don't have any familiars yet bc i wanted to spend my glasses on genes and apparel to sell first before the prices completely tanked. i'll just wait to get them i guess. it doesn't matter.
sad day.
BlueTrillium wrote on 2022-02-19 09:11:59:
Oh no, it gets *worse*. I just reached level 2 today.... and that's it. I'm at the max. No more exp for me.
every new revelation about how arlo works makes me like him even less. i'm so tired.
honestly i'm probably just gonna stop digging after i hit my exp cap, which should be tomorrow. i don't have any familiars yet bc i wanted to spend my glasses on genes and apparel to sell first before the prices completely tanked. i'll just wait to get them i guess. it doesn't matter.
sad day.
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The problem with having more control over the digsites is that even with the massive wait times and RNG, AH prices on all the items seem on track to hit 10 - 5k in a couple of weeks for most of the apparel and items. With more control, this would just happen faster for the most desirable items. All people have to do who don't like the game is wait a few weeks and everything will be affordable. This also happened when Baldwin was first introed, everyone was grinding the the basic items until they were all worthless just to level up.
FR obviously wanted a game that would entice people to check the site every ten minutes for a few hours daily. If people get all the items they want quickly, then there's no reason to play anymore until the next digsite comes out....so they shaped the game with tones of rng to slow everyone down. Any change would have to keep the checking back multiple times a day thing and would need barriers to keep people from getting everything they want in a couple of days.
The problem with having more control over the digsites is that even with the massive wait times and RNG, AH prices on all the items seem on track to hit 10 - 5k in a couple of weeks for most of the apparel and items. With more control, this would just happen faster for the most desirable items. All people have to do who don't like the game is wait a few weeks and everything will be affordable. This also happened when Baldwin was first introed, everyone was grinding the the basic items until they were all worthless just to level up.
FR obviously wanted a game that would entice people to check the site every ten minutes for a few hours daily. If people get all the items they want quickly, then there's no reason to play anymore until the next digsite comes out....so they shaped the game with tones of rng to slow everyone down. Any change would have to keep the checking back multiple times a day thing and would need barriers to keep people from getting everything they want in a couple of days.
My main issue with the set up of AAA is that it forces people to collect items they don't want.
For example, if I want to get several pieces of one of the apparel sets, the fastest way to do it involves necessarily unlocking and claiming things I don't want or need. Because I don't want them, they go directly to the AH and lower the price.
If I am not forced to claim the other items, then it will benefit me to leave them unclaimed until I can unlock the item I want the number of times that I want it. I will generate fewer extra items.
Many people in the thread have stated that people will grind out the high value items, which I don't dispute. However, as it stands now, people will still be trying to grind out those items, and in the mean time the items that are quicker to unlock will drop in value much faster. The prices will be more stable overall if we are only grinding the items that people want. As demand drops, the prices drop, and people stop grinding them.
My goal for the design of AAA would be to NOT generate items that users don't want. More items means more inflation. Allowing players to CHOOSE what items they want and to only get those items actually improves the health of the economy.
If staff wants to make things go slower, then make pick axes clear fewer tiles and make magnifying glasses more rare. Forcing users to claim all the items instead of the ones they want may make getting the genes/apparel bundles slower, but hurts the site economy more.
My main issue with the set up of AAA is that it forces people to collect items they don't want.
For example, if I want to get several pieces of one of the apparel sets, the fastest way to do it involves necessarily unlocking and claiming things I don't want or need. Because I don't want them, they go directly to the AH and lower the price.
If I am not forced to claim the other items, then it will benefit me to leave them unclaimed until I can unlock the item I want the number of times that I want it. I will generate fewer extra items.
Many people in the thread have stated that people will grind out the high value items, which I don't dispute. However, as it stands now, people will still be trying to grind out those items, and in the mean time the items that are quicker to unlock will drop in value much faster. The prices will be more stable overall if we are only grinding the items that people want. As demand drops, the prices drop, and people stop grinding them.
My goal for the design of AAA would be to NOT generate items that users don't want. More items means more inflation. Allowing players to CHOOSE what items they want and to only get those items actually improves the health of the economy.
If staff wants to make things go slower, then make pick axes clear fewer tiles and make magnifying glasses more rare. Forcing users to claim all the items instead of the ones they want may make getting the genes/apparel bundles slower, but hurts the site economy more.