My Terracore grind and some existential ponderings about the game
I am content about the Terracore is being developed and that it's looking for better solutions to issues that emerged on the path.
Recent changes - IMHO of course - were an answer to the issue of most players being unable to experience a major part of the game (planet raids and quests) due to high flux cost. Since the luck is so scarce the only way most of us can get flux is to salvage an item or buy it on the market.
These changes were:
- New Terracore planet that you can scan for 1 flux
- Introduction of idle player mining decay.
The second feature is interesting, but not because of its official justification:
Overall his update is served as a few things, the community feedback is #1 we have heard tons of people ask to tackle zombie players that are no longer playing but still mining and targets at the lower levels that farms can easily attack for $SCRAP. This also helps to someone mitigate bot farms that are not 100% participating in the game with the intent to play. Overall this is an another update to not attack bots as we support the right to play the game however you enjoy it but it puts the PLAYERS first... the ones who want to build a character, climb the leaderboards, and explore the Terracore Universe. We hope we can continue to build a game that is balanced for everyone and fun to come back to and explore!
I think this update was also aimed reduction of scrap supply, which will happen due to need of spending scrap or face reduce scrap mining. The market reacted accordingly and the scrap price decreased the time needed for me to mint a crate to 26 days (from 32 since last report).
Theoretically
When you do the proper math and take into account new mechanics, it actually shows the time for me to mint a crate has TRIPLED if wanted to keep mining at 100%. Probably there is an algorithm on how to mine a crate fastest, but still 100 days to get a crate sucks.
It would cost or take even more if I decided to do quests (which requires buying flux) instead of upgrading stats.
Do the math yourself and prove me wrong.
The only thing that keeps me away from being angry is that other players would suffer as me and bots and drainers will suffer even more.
Do I call for disabling that update? No. At least not yet. We need to properly evaluate how this will influence the game. The idea zthe objective seems fine, but the tool used to achieve it was totally wrong.
I'm in shambles, because I have 2 flux in my wallet and I'm afraid to use it. It is so because I see little chance to not loose it irreversibly. My luck is only +5.582.
I don't like the situation because it seems like this game might turn into 'pay to play' that favours a group of players that mine a lot, enough to afford flux for quests or planet boss fights.
Is this the way you want this game to be portrayed?
P.S. Do you know what this will be about?
The "high flux cost" is mostly because bottom line, it costs $5 for a chest. The price of flux (on the market) is a little lower because people have, 1) decided to 'eat the cost' and 2) have existing items that they gave up on.
I don't think it's the $5 cost that's the problem. Everything is relative. And relative to the SCRAP upgrades, items are EXTREMELY expensive (this is because the value of scrap has gone down). See, flux is more of a 'free market', while flux is fixed.
Another way to look at it might not be that flux is too expensive, but items are underpowered. The benefit to ANY item doesn't seem 'worth the cost' until you are level 40+ (whatever it is, it's high).
I can add, that when items have a fixed stat like +50 attack and +50 defense, it's OFC going to be bad up until a very high level.
That's why I think % is better, because it can adjust to lower levels, and get better and better as higher levels go. Yes, at very high levels, it will be super strong. And at a lower level, they still won't always make sense.
But the flat rate will always mean they're just bad until they make sense. And at the current prices, that level is extremely high.
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