Introduce New Trophy Drops with New T3 Base Apps
Introduce New Trophy Drops with New T3 Base Apps
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Posted 2023-08-25 17:55:33 (edited)
However, there was a significant problem with the release of Badger that I've noticed has carried over into the release of Caribou: it's way too easy to get. That doesn't mean it's not expensive. Sure, Caribou is expensive to craft right now... but right from its release, people have been able to craft it immediately, and studs are already out. This will contribute to the novelty and the excitement of the base wearing off incredibly quickly- even gen 1 badgers rarely sell for above 20gc! In short: it makes the New Thing the Old Thing very, very quickly, making it easy for players to lose interest. This is in contrast to Fox, which remained fairly high value for several months after its release. This is partially because Fox was released alongside new opponents- and new trophy drops. While there's no way to remedy this with Caribou at this point, it's likely that there will be an applicable Cool Medium base at some point in the future, wherein lies my suggestion: Make a new trophy drop. It doesn't have to be a new opponent! I assume that would be significantly more difficult to code for. However, it could be a new trophy drop, such as a pelt, or rib bones, or, I don't know, eyeballs? Teeth? This would allow for there to be a longer period where the item is flashy and new, as it would take longer for players to amass the amount of materials required to mass-craft the base, and put newer players on a more even playing field than older players that have been accumulating "useless" trophies for years that they can then dust off and cash in on. Just a thought. |
Zea #27549 |
Posted 2023-08-26 04:57:30
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Xylax #4 |
Posted 2023-08-26 08:21:28
After I read this thread, I've asked myself a question whether it's good for this game to have uncommon items that are of no specific use like trophies or Coigreach herbs, which players hoard with an expectation to have them become useful in the future like in a few months, years... From an economic standpoint, it would better for these items not to exist at all until they become useful - this would give an even ground for new players along with old players who both start with zero materials. On the second thought, this would make the new materials generally expensive and mostly new players will have it more difficult to assemble anything while those who already have played long enough to store cones may just buy everything needed. However, this is the right approach because it creates an opportunity for new players to sell new materials for a higher price. And anyway, new materials generally drop in price with time so the new players might afford them after some time while playing to earn cones. From an entertainment standpoint, I see it definitely better to have new materials introduced along with their usefulness. A player gets excited with every new item obtained, taking a step towards completing the objective, the excitement being greater the longer it takes to meet the objective, like weeks or even months. Currently, we can hoard currently useless items with indifferent emotions or even with disappointment for those who don't know yet these items are worthless. And the anxiety caused by players seeing these items that are these for nothing except for existing. And once this hitherto useless item becomes suddenly useful, we can let out a sigh of relief that we don't have to take weeks or months of accumulating this item to achieve the objective, we can do it immediately and enjoy it but the excitement is much less than if we took much longer time to achieve it. So in the current system, we can't get excited either with gathering materials or achieving objectives as much as we would do if the materials became useful upon release. I have experienced the most excitement aiming to craft the first fox base which took over a week, compared to other objectives that were much shorter like a few days - seeing that badger base could be crafted within a couple of hours after release made me not even try for that base and not feeling like crafting caribou base either. I see very little benefit releasing items that currently are of no use but I'm looking forward to different opinion. |
Dżanek #24018 |
Posted 2023-08-26 13:57:39
So I do agree that it would be lovely to have some releases that only use newly introduced items and want to see some of those, but I wouldn't want releases using already existing items to go away either. |
Msasi #204 |
Posted 2023-08-26 15:11:56
But I think it would have been better if the current recipe: 10 broken antler 30 butterfly wing 5 caribou antlers 2 caribou calf carcass 15 gnawing hoof 15 thick fur tuft Be instead something like 10 broken antler 30 butterfly wing 1 caribou antler [amount reduced] *New* 3 caribou pelts [rare drop] 2 caribou calf carcass 15 gnawing hoof 5 thick fur tuft [amount reduced] *New* 10 caribou teeth [common drop] or something like that, with individual items adjusted to maintain balance. I really like that there is decor being made to use old items, like the recent big cat claw necklace, but I like the idea that a base applicator, which can have a large effect on the game, always have at least one new trophy needed to make it so the base can't be crafted almost immediately by veteran players. |
Zea #27549 |
Posted 2023-08-26 16:50:06
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Dżanek #24018 |
Posted 2023-08-26 17:06:49
I'm personally happy to finally have a use for old trophies. I don't want them just sitting around. Unless we insist that old trophies only be used to craft decor, not applicators. We can have some T3 bases occasionally released that require entirely new materials, because I remember the era of Fox and it WAS a very fun challenge and added novelty to the WD economy. For the other cases, I like Zea's original suggestion to mix in new trophies with old to extend base value while also using up old trophies. Overall, support. From someone who only really cares about pretty wolves, lol. |
Jun | 璇 🌑 #29963 |
Posted 2023-08-28 14:47:41
And I'd recommend not to add any new items with no specific use in the further updates. |
Dżanek #24018 |
Posted 2023-08-31 19:55:31
The only thing that kiiiiinda bothers me is that, as of now, useless trophies are some of the few things that make battling worth it as a level 20 wolf. You get, what, some useless xp, a bit of meat, a meager pawful of SC? Yawn. But a trophy? Even if it has no use right this second, it's still kinda neat to get. (Though the lack of reward from battling at level 20 is its own problem, I acknowledge.) Also, there is the angle that... it's kinda immersion-breaking if we battle hundreds of caribou and only once the recipe gets dropped do we suddenly start getting things like caribou teeth and pelts. In addition, the game could get really messy if EVERY new recipe called only for brand new items. I just don't know. I'm torn lol. But I lean toward support. |
Katie #28191 |
Posted 2023-08-31 22:50:07
Is it really that big of an accomplishment if there are already 3 pages of Caribous and it hasn't even been a week? There are a bunch of apps sitting in the TC, there can be tons of other Rangifers sitting around too if they decided to use the apps. So I'd say having the first of Caribou or Rangifer isn't really that special, because any veteran could do it. If there were new trophies, that wouldn't happen so rapidly. It would have taken everyone with Caribou/Rangifer a whole lot longer to craft the apps and we'd all still be in a mad scramble to get them. As for an even playing field, I don't think it'll matter too much in terms of older players being ahead. Because let's be real, rich players will just snap up any available new trophy that comes out and be on top anyway. Older players will be much more prepared to spam guarana with their high-stat leads if anything new comes out, or they'll use already-established cliques to funnel resources. A brand-new base with new trophies will still be largely owned and traded by the richest/popular players, that won't change. The current trophies need to still be used, or else there would be tons of useless trophies. They exist, so there needs to be a use for them eventually. So I don't agree with there being only new requirements from here on out, and it makes it more accessible to have some older trophies in the mix. I think it's good to have a compromise. Some new trophies sprinkled in, while making use of what's already been around. Doesn't need to be the case for every requirement for bases/eyes, but it would help retain some value while spicing up explore with something new to find. All-in-all, I support as long as it's not all new all the time. I hope my point came across, idk lol. |
Whirligig #11137 |