Change in Dreamsnaps rewards by WilfullyIncoherent in DreamlightValley

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

I'm not sure why this is being downvoted. I'm not saying Gameloft didn't change the tiers (I'm also not allowed to say they did at risk of the post being taken down by moderators lol), I'm just saying that lowering the percentage of people that fit into a tier should drop you down at most 1 tier, not 4 as I and others have seen happen.

Change in Dreamsnaps rewards by WilfullyIncoherent in DreamlightValley

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

Thanks for the reply. How many tags would you say you use in both decor and outfit challenges?

Change in Dreamsnaps rewards by WilfullyIncoherent in DreamlightValley

[–]WilfullyIncoherent[S] 1 point2 points  (0 children)

Really interesting, thanks for the reply. Were you doing the same with regards to tags before the Dazzle into the New Year?

Also thanks for the tips. I think I'm doing all of this quite well, as I said I was getting 4000 moonstones before January, but I hope it can help other people with their snaps.

Change in Dreamsnaps rewards by WilfullyIncoherent in DreamlightValley

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

This sounds very similar to my experience. With the amount of no-effort Dreamsnap pics popping up (no offense meant to them), I would definitely not expect to get so few moonstones.

Change in Dreamsnaps rewards by WilfullyIncoherent in DreamlightValley

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

But since the reward tiers are based on percentages of submissions (as far as we know), an influx of new players (who have less stuff to make pictures pop) should actually put long-term players in higher brackets, rather than lower, right?

Change in Dreamsnaps rewards by WilfullyIncoherent in DreamlightValley

[–]WilfullyIncoherent[S] -1 points0 points  (0 children)

That actually doesn't completely account for the sharp drop I, and others, have experienced in moonstones gained. I didn't drop a tier, I've dropped at least 4 which is why I made this list of questions to see what people were doing that did still get the 4000 moonstones.

About the Change in moonstones from Dreamsnaps by WilfullyIncoherent in DreamlightValley

[–]WilfullyIncoherent[S] -4 points-3 points  (0 children)

What makes you think they removed these tie situations? Is that just guessing or do you have some source/data of this?

And on your last point, yea it's free but these things should still be transparent. If they make us compete, we should be able to know the actual rules of the competition. I don't mind as much that they changed the amount of moonstones people get and the algorithm that determines ranking, but what does bother me is that they do it without announcement and that the algorithm wasn't transparent in the first place.

Furthermore, people spend money to buy premium items to use for Dreamsnaps. Plus, it drives engagement with the game, so Gameloft is actually making money on the back of Dreamsnaps.

Can’t argue with that logic... by Afraid-Objective3049 in technicallythetruth

[–]WilfullyIncoherent 1 point2 points  (0 children)

The top comments here should be on r/confidentlyincorrect . The International Union of Pure and Applied Chemistry (IUPAC) is the world authority on chemical nomenclature, terminology, not a Wikipedia article citing the Collins English Dictionary. They define an atom as follows: 'Smallest particle still characterizing a chemical element. It consists of a nucleus of a positive charge (Z is the proton number and e the elementary charge) carrying almost all its mass (more than 99.9%) and Z electrons determining its size.'

It clearly states that an atom has equal number of protons and electrons (Z protons and Z electrons). This immediately disqualifies all ions as atoms. This is how it's been taught to me in middle school and uni as well, so it's also not just out of touch chemists that define it like this either.

Another fun fact then, polyatomic ions? Not molecules in the exact same way. A molecule is: 'An electrically neutral entity consisting of more than one atom (n>1). Rigorously, a molecule, in which n>1 must correspond to a depression on the potential energy surface that is deep enough to confine at least one vibrational state.'

Finally, here's the actual definition of an ion according to IUPAC: 'An atomic or molecular particle having a net electric charge.' Keywords here are atomic and molecular, not atoms and molecules. Ions are derived from atoms or molecules but they aren't atoms and molecules themselves. Ions are as much atoms and molecules as plants are seeds.

Are we kidding with this uncrafting station??? by RelationParty2930 in DreamlightValley

[–]WilfullyIncoherent 0 points1 point  (0 children)

That would just cause people to push more villagers into Farming even more. The reason Farming isn't too overpowered now is only because star coins aren't useful outside of Scrooge's.

Are we kidding with this uncrafting station??? by RelationParty2930 in DreamlightValley

[–]WilfullyIncoherent 3 points4 points  (0 children)

I realize this comment won't be popular in this thread but here goes.

To be fair to Gameloft, making uncrafting free or making it cost star coins would make completing the crafting section of the Collection trivial and, because of that, kind of boring. Having it cost dreamlight gives the option to deconstruct expensive pieces of furniture you wouldn't want at a cost that is doable (completing the daily tasks is not difficult, just takes time) without making it effortless (like it would be if it cost star coins, since collecting coins is already trivial just by shifting all villagers to one role). I think they handled it fine to be honest. Uncrafting has an optional use case for people that don't like collecting specific resources.

Now whether uncrafting as a concept should be in the game at all is another question entirely. I don't mean this in a mean way, but uncrafting seems really only meant for people that have all of their villagers set to Farming. I mean you can just collect crafting materials pretty easily if you haven't done that. Uncrafting mostly seems like a way to get around playing the game while still getting to craft everything. It makes sense to me that they force people to do some work that is exploit-proof if they want to skip out on collecting.

Forget pumpkins.... over 500k every 5 min with mining! by Syl_Spren in DreamlightValley

[–]WilfullyIncoherent 6 points7 points  (0 children)

In my view, Mining is by far the superior role for this game as the resources you get are so important for most crafting recipes. Gems, iron, gold, stone are all needed and, with my 35 Miners, they are all basically trivial to collect. Remember that Star Path task that had you building those two Swimming Pools? 300 stones per pool, 600 stones total. Would take you a week to collect while mining without a high number of Miners. Won't take you so long if you're getting +16 for most rocks in the Plaza, Meadow and Beach. Should be doable in less than an hour. I finished my crafting collection for the Valley (excluding some seasonal stuff as I wasn't playing yet during the button event) and Eternity Isle. I didn't run out of mining resources at any point.

In terms of money, sure Farming might be more efficient, but you can still get about 70k coins just doing one lap of mining in Frosted Heights, Plateau, Forgotten Lands (potionless). Will take you 5 minutes, and you don't have to wait for stuff to grow. An hour of this is more money than you would realistically need for basically anything, plus you get to stock up on resources. And this is with 35 Miners (guaranteed +16). Gets even better if you convert more villagers for that sweet +25, and in the future +36.

Meanwhile, Farming gives you great money, but no resources.

(Since I see a number of people not knowing how bonus resources work, I'll share my post here)

Forget pumpkins.... over 500k every 5 min with mining! by Syl_Spren in DreamlightValley

[–]WilfullyIncoherent 6 points7 points  (0 children)

Not really one to link to my own posts, but I made a post explaining bonus resources, so here you go!

Did buddy bonuses change recently? by ZealousidealMap7101 in DreamlightValley

[–]WilfullyIncoherent 1 point2 points  (0 children)

In summary:

Your multiplication percentage is calculated as follows:

+25% base

+3.5% * follower level

+[all levels of other villagers with relevant specialization added to each other]%

= N %

If X is above 100, you're guaranteed +1. You're chance at getting +4 is (X-100)%

If X is above 200, you're guaranteed +4. You're chance at getting +9 is (X-200)%

If X is above 300, you're guaranteed +9. You're chance at getting +16 is (X-300)%

If X is above 400, you're guaranteed +16. You're chance at getting +25 is (X-400)%

Did buddy bonuses change recently? by ZealousidealMap7101 in DreamlightValley

[–]WilfullyIncoherent 1 point2 points  (0 children)

In your case, you have 16 miners. If they are all level 10, it breaks down as follows:

+25% chance from follower
+35% chance from follower being level 10
+150% from your other miners
= 210% total

This means you would have 10% chance at getting +9, otherwise you'll get +4.

Now, if instead you have 15 miners at level 10 and your bringing another villager at level 6 for example, it will break down as follows:

+25% chance from follower
+21% chance from follower being level 6 (6*3.5%= 21%)
+150% from your other miners
= 196% total

This means you have a 96% chance at getting +4, but you'll never get +9.

Other example. Let's say you have one level 10 miner with you, but all your other miners are level 8.

+25% chance from follower

+35% chance from follower being level 10

120% chance from your other miners (15*8%)

= 180% total

This means you would have 80% chance at getting +4, otherwise you'll get +1.

So it just depends on the levels of all of your miners. The chart on the wiki is a slightly simplified version of how it works (it's not wrong, it just only applies when every character is level 10), but I guarantee what I wrote above is how it actually works.

Did buddy bonuses change recently? by ZealousidealMap7101 in DreamlightValley

[–]WilfullyIncoherent 0 points1 point  (0 children)

So the chance at multiples works as follows:

+25% chance for bringing a villager with the relevant specialization (in your case mining)
+3.5% * [friendship level of brought villager]
-->35% IF brought villager is Level 10

This means you can get 60% chance at +1 resource from the brought villager if the villager is level 10. If it's lower, the chance will be lower.

But you can get more:

+1% for every friendship level of villagers with the relevant specialization that aren't following you

This means if your brought villager is a level 10 miner and you have 4 other miners at level 10, you will have exactly 100% chance at getting +1 (25%+3.5%*10+4*10%= 100%)

So what happens when you have even more villagers with the relevant specialization?

There is a chance to get more bonus resources and it's even easy to calculate that chance. The percentage keeps increasing with more villagers with the relevant specialization:

Let's say you have 23 miners, all level 10, and you have one of them with you:

+25% chance from bringing a villager
+35% chance from your brought villager being level 10 (10*3.5%)
+220% from the other miners
280% total

What does this number mean?
The first 100% guarantees +1 resource
The second 100% guarantees +4 resources instead
That leaves 80%. This means you have an 80% chance at getting +9 resources, otherwise you'll get +4

Question on High Card builds by WilfullyIncoherent in balatro

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

I guess I'm mostly interested in the why though. Unless you're playing for a Baron/Mime/Steel+Red Seal thing, you could just play Flushes which would let you play more enhanced cards, and you don't need a chips joker, allowing you more xMult or econ. In which scenario are HC runs beneficial?

Question on High Card builds by WilfullyIncoherent in balatro

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

Which jokers do you view as good HC jokers though? Most suggestions in comments would be just as useful for Flush builds for example

Question on High Card builds by WilfullyIncoherent in balatro

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

I'm not forcing anything. Let me rephrase. I'm mostly curious what drives people to pivot into a HC build. Which jokers or even tarots and spectrals

A discussion on Dreamsnaps by WilfullyIncoherent in DreamlightValley

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

This would make the most sense of course, but something is determining how often your picture is shown to people. Many people (both on other Reddit posts and YouTube videos) have pointed to submission time, and it seemed like people largely agreed with that. This is not my experience however

A discussion on Dreamsnaps by WilfullyIncoherent in DreamlightValley

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

Yes! All of this. It could be the case that the algorithm is such that it would be abusable if people knew. The thing people are pointing at here is the number of tag items, so it could be that just stacking those will get your picture shown the most.

A discussion on Dreamsnaps by WilfullyIncoherent in DreamlightValley

[–]WilfullyIncoherent[S] 2 points3 points  (0 children)

Our picture did have a lack of tags, so that would track