People suggest this from time to time, and it's always a no support from me. Expensive slots are there to help balance out the cheaper slots, and no one should be able to just choose all the easy ones and never decide to do the harder ones, or it drastically throws off how expensive each slot is.
Support if it's a system where you can submit the item for it to be "held" in its slot until you reach that actual slot, but it shouldn't actually unlock it until you reach that point.
Response from a same suggestion thread about skipping hibden tasks that sums up the cost issue better than I can
Support if it's a system where you can submit the item for it to be "held" in its slot until you reach that actual slot, but it shouldn't actually unlock it until you reach that point.
Response from a same suggestion thread about skipping hibden tasks that sums up the cost issue better than I can
LordJeanliness wrote on 2020-04-26 10:18:20:
I suspect that the tasks are spaced the way they are precisely to slow players down. By adding expensive baffles like eggs and genes, the game controls how many slots you can get cheaply. If you look at the den tasks, they're generally laid out as a progression through the game: easy coli venues before hard ones, cheap genes before expensive ones, low level gathering items before high level ones. I acknowledge that there are exceptions to this.
The den tasks are crafted to be more of a journey than a checklist. This serves to both encourage players to take advantage of many different aspects of the site and to progress in their ability to do so, but also provides balance in terms of how costly the slots are.
We have another point of reference for how expensive slots are: 50g. Let's compare that to den slots. Valuing eggs at 300g and using a 1:1000t ratio, eggs, genes and breed changes will cost you ~6200g. That works out to ~20g per slot. Add in the money you could have gotten from hoardselling junk, selling familiars and apparel, selling slightly more expensive items like runestones and rare drops, the cheap MP stuff I didn't account for, chests, and so on, it's going to work out to more than 20g per slot but certainly not more than 50g per slot. I'm choosing to ignore the boss fams entirely since they're literally the last task.
That feels balanced to me. It's way less convenient than gems, but you're paying less.
Allowing players to skip the :( tasks and blow through the ones that cost them 50t in hoardsell value, maybe at most a few gems if there are fodder familiars, will cause that price per slot to PLUMMET. The inconvenience has been greatly reduced, and the price has been made negligible.
The den tasks are crafted to be more of a journey than a checklist. This serves to both encourage players to take advantage of many different aspects of the site and to progress in their ability to do so, but also provides balance in terms of how costly the slots are.
We have another point of reference for how expensive slots are: 50g. Let's compare that to den slots. Valuing eggs at 300g and using a 1:1000t ratio, eggs, genes and breed changes will cost you ~6200g. That works out to ~20g per slot. Add in the money you could have gotten from hoardselling junk, selling familiars and apparel, selling slightly more expensive items like runestones and rare drops, the cheap MP stuff I didn't account for, chests, and so on, it's going to work out to more than 20g per slot but certainly not more than 50g per slot. I'm choosing to ignore the boss fams entirely since they're literally the last task.
That feels balanced to me. It's way less convenient than gems, but you're paying less.
Allowing players to skip the :( tasks and blow through the ones that cost them 50t in hoardsell value, maybe at most a few gems if there are fodder familiars, will cause that price per slot to PLUMMET. The inconvenience has been greatly reduced, and the price has been made negligible.