I think, at it's core, the reason we still love GLB1 dotbuilding, is the ability to make choices and exert skill to build dots. The game was made such that it's quite difficult to optimize training to build the "perfect" dot and the decisions you make matter.
While I support (and imho everyone should support because 1.5 years to build a dot is wtf...) the significant reduction of time to get a dot to plateau Bort has proposed, we are in danger of a game-killing failure of understanding and destroying fun here.
The issue with GLB2 there is no "skill" in how you build a dot, it's just dumping points into a category which is not rewarding or fun (only skill being knowing what attributes are good).
My concern:
It's concerning to me that the new overall plan (from how Bort/Corndog talk) seems to be say a L50 start while just given L50 EL worth of mass SP's to spend. That attribute dump will not be fun, and will reduce the skill aspect of dotbuilding which is why we play. The creation and shortcomings of GLB2 underlined that bort/corndog did not understand why GLB1 dotbuilding was fun, and this change would effectively strip fun from GLB1.
Options to keep GLB1 dotbuilding maximum fun, while shorting build cycle
Option 1. Create a player creation phase on the website to simulate the beginning of a dots career. Charge a significant non-refundable flex cost to initiate this phase so players don't create/delete/create/delete. This would emulate the player's life from say L1 -> L50, choosing day by day how to allocate SP/BT/Training. Bort/Corndog has pushed back on this being a waste of time/effort per dot, when in effect it's incredibly important to maintain the skill difference of dot building through the first 50 levels.
There is a literally a pabst greasemonkey virtual player builder script that does this already, to perhaps help it be coded into actual GLB quicker.
Option 2
Start dots at L1 but give then 2.67x XP and 2.67x TP per day. This should result in an 8 season plateau dot able to be made in about 3 seasons (numbers to be tweaked from 2.67 slightly due to offseason length changes). This will also result in the dotbuilding process being less of a grind (could easily re-level-load XP so it's flat by level/day rather than leveling quick season 1 and slow season 3)
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Obviously there are options to re-work pricing to make this make sense, but that is a bit of a separate topic.
======
Thoughts welcome?
While I support (and imho everyone should support because 1.5 years to build a dot is wtf...) the significant reduction of time to get a dot to plateau Bort has proposed, we are in danger of a game-killing failure of understanding and destroying fun here.
The issue with GLB2 there is no "skill" in how you build a dot, it's just dumping points into a category which is not rewarding or fun (only skill being knowing what attributes are good).
My concern:
It's concerning to me that the new overall plan (from how Bort/Corndog talk) seems to be say a L50 start while just given L50 EL worth of mass SP's to spend. That attribute dump will not be fun, and will reduce the skill aspect of dotbuilding which is why we play. The creation and shortcomings of GLB2 underlined that bort/corndog did not understand why GLB1 dotbuilding was fun, and this change would effectively strip fun from GLB1.
Options to keep GLB1 dotbuilding maximum fun, while shorting build cycle
Option 1. Create a player creation phase on the website to simulate the beginning of a dots career. Charge a significant non-refundable flex cost to initiate this phase so players don't create/delete/create/delete. This would emulate the player's life from say L1 -> L50, choosing day by day how to allocate SP/BT/Training. Bort/Corndog has pushed back on this being a waste of time/effort per dot, when in effect it's incredibly important to maintain the skill difference of dot building through the first 50 levels.
There is a literally a pabst greasemonkey virtual player builder script that does this already, to perhaps help it be coded into actual GLB quicker.
Option 2
Start dots at L1 but give then 2.67x XP and 2.67x TP per day. This should result in an 8 season plateau dot able to be made in about 3 seasons (numbers to be tweaked from 2.67 slightly due to offseason length changes). This will also result in the dotbuilding process being less of a grind (could easily re-level-load XP so it's flat by level/day rather than leveling quick season 1 and slow season 3)
======
Obviously there are options to re-work pricing to make this make sense, but that is a bit of a separate topic.
======
Thoughts welcome?
Edited by WiSeIVIaN on Apr 29, 2023 04:47:55