What’s up, unicorners!
In the post below I would like to propose an idea for revamping current Adjacency bonus (onwards just AB) as I see a possibility to organize an additional sink and more QoL improvement on this point.
This idea also came about thanks to @VonNuemann’s Discord messages, who reminded me of the early days before the game came out and we were discussing the value of the AB feature.
This is not a proposal but just a subject to discuss (might serve as a community temperature check and a place to discuss such improvements).
Here we go!
Right now the adjacency bonus is just a 5%, 10%, 15% or 20% speed boost.
My idea is to convert the AB into something like a talent tree for various activities.
Imagine that with every land level you get a point(s) that you can put into a talent tree choosing a specific trait/talent/perk/bonus, call it w/e you want. The idea originally belongs to WoW spec talents, Dota2 hero talents, etc.
References:
At the moment we can distinguish 5 major activities in CryptoUnicorns: Farming, Gathering, Crafting, Questing and Breeding. You can also add a tree of common perks (reducing the cost of energy recovery, speeding up the return of unicorns from the market and many others, there are thousands of options). From the 1st to the 10th level a player gets some points to choose different perks, which will strengthen the focus path of the player.
I can give you an example of an ultimate talent (last in the tree, something what can change the gameplay and helps a lot in a chosen spec), which most players might evaluate positively:
Ultimate Farming talent: All farming plots are turned into an overall coherent whole ecosystem. All “farming speed” bonuses add up to one total, divided by the total number of plots, and multiplied by the average AB.
Example: You have 5 common lands of the same class.
There are 4 lands with a 5% bonus and one with a 20% bonus. Each land has 6 farming plots with +5%, +6%, +7%, +8%, +9%, +10% farming speed bonuses.
How the talent will work:(5+6+7+8+9+10)/6 = 7.5% // average bonus farming plots (5*4 + 20)/5 = 8% // average AB 7.5+8=15.5% // 1st option: final speed bonus for all farming plots according to current design. OR 7.5*1.08=8.1% // 2nd option: final speed bonus for all farming plots according to new design
The implementation may not be perfect and needs to be improved. This is just one way in which the game could have been varied, made more fun (?) and what’s the most important - Quality of Life improved.
This change allows you to get rid of the farmer’s lack of QoL where some farming plots have much higher farming speed bonus or some of them have no speed bonus at all. But at the end of the day, players still enter the game when the slowest plot is ready to be harvested.
And from what I hear, many people neglect to use land rotation for the sake of the speed bonus as it requires more time to perform. For those who plays more competitive, it’s not necessary to choose such a bonus so those who enjoys switching lands and minmaxing the efficiency can keep doing this choosing more suitable talents.
You can add any amount of basic perks to each tree, which will directly affect the speed/quantity of materials obtained/improving certain actions in the percentage component (examples: in breeding tree - chance of gene upgrades is increased by x%, time/berries needed is decreased by y%, etc; in gathering tree - berries amount needed for best rewards is decreased by z% and many others)
, followed by an ultimate talent in the end.
At level 10, player will be able to choose one or more fully or partially leveled trees (specs), depending on his needs.
And the following idea is that these talents can be made as sinks and require not just a point spent, but additional resources: UNIM/RBW/mats, anything!
There must be an ability to reset your talent set once a while, just one talent or all, while previously learned talents will be just reset and won’t require to pay again to use it. Buy 1 time and switch them w/e you want according to your current focused activities. This will allow players to adjust to meta changes.
Each reset should become more expensive for a short period of time, gradually becoming cheaper with each day if the talents remain the same, and reset to the standard value.
Conclusion: In this way such perks (talents) will serve as a motivator to improve the lands and be an additional sink while adding interest to the game.
Feel free to share your opinion how else we can improve the game and make it more fun. Thanks for reading.
Edit 1: thanks to @ethereal for suggesting another formula option