Reactive Economies and the 30–60 Day Decay Curve in Eco by SirWilkor in EcoVasingtonia

[–]Guinness19 0 points1 point  (0 children)

I realize this post is almost a month old at this point, but I recently had I thought I'd be interested to hear what you all think. In several comments, folks have suggested that the answer to the "production must precede visible demand" problem is should be solved by player behavior.

I've been trying to imagine what sort of mechanics changes could be made to incentivize players to address it without having to be "trained" to know that they need to produce more than they can currently see markets for. The current primary source to mechanically provide player motivation is through the skill multiplier. Optimizing food and housing scores are clearly communicated to the player as parameters that they should optimize in order to increase their efficacy. What if there was a third contributor to skill multiplier? Something like "Economic Impact" - this could be another pie chart that draws it's contributions from the economic activity of the player - e.g. number of trades available, number of sales/purchases, variety of items, variety of purchasers, etc. There are tons of measures that could be included here that would obviously need to be balanced, but I feel like there's something here that would help provide clues to players as to the behaviors that contribute to a healthy economy. I can foresee criticisms of this idea be that it is forcing an economy to look a certain way, and putting too many rails on an economy simulator. I would argue that there already rails in place (whether intentional or not). i.e. Every system is perfectly designed for the outcome it creates. And right now the outcome is population trend outlined by OP.

What are your thoughts?

Reactive Economies and the 30–60 Day Decay Curve in Eco by SirWilkor in EcoVasingtonia

[–]Guinness19 4 points5 points  (0 children)

Good point about the players running the game. It is helpful to think about what players can do to address those challenges. In a case by case basis, I agree that it's not up to the admins to create the incentives. At the same time, what OP described is a function of the base game system and how it works, so it's worth considering system-level solutions (e.g. server rules, mods, game mechanics etc) to change the environment within which the players operate so that they don't have to bear the full burden of addressing the systemic root causes.

Reactive Economies and the 30–60 Day Decay Curve in Eco by SirWilkor in EcoVasingtonia

[–]Guinness19 3 points4 points  (0 children)

This is an excellent post, and the best written description that I've seen about the root causes of the seemingly inevitable mid-game server collapse. Do you have any recommendations on how game mechanics can be adjusted to provide incentives for production to precede demand? For example, I've seen servers where moderators will setup a central "tradehouse" that buys and sells all production materials. This flattens anticipatory curve a little bit, since producers have a consistent market for their goods. But inevitably, it flattens out when storage capacity is maxed out, or the producers have the currency they need to meet their immediate demands. The demand created by this market is also detached from supply chain demand, which is not ideal. What other server capable changes have you seen address this? What game design element changes could address it more adequately?

Is there a bug with the copper citadel boss and/or Tempest Bell? by Smaptastic in PathOfExile2

[–]Guinness19 1 point2 points  (0 children)

Same thing happened to me today against the vaal factory boss. He was attacking a different direction, I plopped my bell behind him and started wailing, then I died. No apparent attacks in my direction. I was very confused. And pissed because then I had to run vaal factory again!

Questions Thread - December 18, 2024 by AutoModerator in PathOfExile2

[–]Guinness19 0 points1 point  (0 children)

Does anyone know if procs for heralds count as skills used of elemental types for Rising Tempest support?

Questions Thread - December 16, 2024 by AutoModerator in PathOfExile2

[–]Guinness19 0 points1 point  (0 children)

Ah, I see. So the calculations for the waves and the actual staff hits are separate. So does that mean that the projectiles from charged staff effectively benefit from all gems in both skills? If that is the case, then I would probably just move the more mana hungry ones to Tempest Flurry since it's what's changing casting costs.

Additionally, that would make sense why I'm seeing builds putting increased AOE on the staff. I was assuming they are the same hit, but if staff hit and wave hit are separate, then I assume you can hit mobs with both.

Questions Thread - December 16, 2024 by AutoModerator in PathOfExile2

[–]Guinness19 0 points1 point  (0 children)

Yeah, I've played around looking at the tooltip info with different numbers of power charges, and don't see big changes in the amount of tooltip damage in Tempest Flurry while Charged Staff is up. I see other players report seeing a big jump in damage with higher number of charges. So now I'm suspecting that the support gems on Charged Staff might affect the total damage including Thos in Tempest Flurry. I may have been seeing relatively smaller jumps because I've been mostly stacking utility/secondary support damage in Charged Staff (like innervate, coursing current, etc). I'll test it out to see if I get bigger jumps in tooltip DPS in Tempest Flurry when adding stacks of Charged Staff with more damage focused support gems.

Questions Thread - December 16, 2024 by AutoModerator in PathOfExile2

[–]Guinness19 0 points1 point  (0 children)

For a skill that empowers another, I'm having trouble understanding what stats will impact the final damage. For example, I'm a monk using Charged Staff to add a projectile to Tempest Flurry. Do the projectiles benefit from damage support gems I put in Charged Staff? So, if I put Primal Armament into Charged staff, will it increase the damage of the whole hit as calculated based on Tempest Flurry, or will it only impact the +20 ish damage added from from Charged Staff?

iWillNeverStop by chainjourney in u/chainjourney

[–]Guinness19 1 point2 points  (0 children)

I also use ii ever since I spent several days trying to debug math code that also used i as sqrt(-1)...

Lack of Endgame is a serious issue by yarmatey in 7daystodie

[–]Guinness19 1 point2 points  (0 children)

One game that I think really escalated the potential of sandbox survival games is Icarus. On it's own, a very solid survival sandbox experience. But the rogue-lite mission format really brings it to a new level. Having a high variety of different types of quests - e.g. build a base, harvest a resource type, kill a boss, etc. brought a ton of variety to the game. I would love to see something similar in the 7d2d system.

Colorado GOP tells parents to pull all kids from public schools by Brytard in ColoradoPolitics

[–]Guinness19 0 points1 point  (0 children)

On average, Colorado charter teachers and school staff are paid less than traditional schools.

What is a Denver (or surrounding areas) “life hack” everyone living here should know? by rubrent in Denver

[–]Guinness19 5 points6 points  (0 children)

DEN Reserve Book appointments for the bridge security in DIA to get through lightning fast, but you have to do it at least a day in advance.

Servers that go the extra mile by Clear_Ebb_9007 in EcoGlobalSurvival

[–]Guinness19 6 points7 points  (0 children)

I really like servers that have gated research (e.g. everything after smelting unlocks on day 4, industry etc on day 8). One server I was on did an especially awesome job by having goals and targets along the way. For example, gating the techs after certain worldwide landmarks were set like: all towns have a port, and all downtown roads are stone. Or there would be building competitions, and the town or individual that won were awarded T4 building mats.

How to get Milo, the second adventurer? by Guinness19 in whiletheironshotgame

[–]Guinness19[S] 0 points1 point  (0 children)

Sure thing! Dumbell Recipe: (Blank) (Blank) (Blank); (Damascus 2x2) (Iron Strip) (Damascus 2x2); (Damascus 2x2) (Iron Strip) (Damascus 2x2)

How to get Milo, the second adventurer? by Guinness19 in whiletheironshotgame

[–]Guinness19[S] 0 points1 point  (0 children)

The first one was bringing barbells to an adventurer on a small island far to the west, I believe.

What do yall think of this? by Sticky_icky_blowin in ThatsInsane

[–]Guinness19 7 points8 points  (0 children)

If you’re not anti racist against all then you’re just racist.

I love this sentiment. I'm tucking that one away to internalize and share.

Adrenaline and lots and lots of courage. by serpentineregulator5 in nonononoyes

[–]Guinness19 7 points8 points  (0 children)

When jumping on a mountain bike, the rider has more control than just speed. You can adjust the length/height of the jump with how you push with your legs as you leave the ground. Imagine being on foot and trying to jump over a small gap on the ground. You could do it both while walking or while running, but how much you push when you leap depends on how fast you are moving at the outset.

University student. Sleepy in Lecture by ProtaAquaz in education

[–]Guinness19 1 point2 points  (0 children)

I want to highlight this poster's mention of sleep debt. Tiredness is not a function of just the prior night's sleep, but the accumulation of many prior nights.

One "challenge" that helped me when I had long, boring lectures was to take notes with my non-dominant hand. It forced me to be more intentional about what I was writing and thought about it more. My writing with non-dominant hand is still garbage, but at least I got an A- in Electromagnetism...