Changes Coming to Consumables

User avatar
Brother Floyd
Site Admin
Posts: 285
Joined: Sun Nov 21, 2010 1:36 pm
Location: Humboldt, CA USA
Contact:

Changes Coming to Consumables

Postby Brother Floyd » Sun Jun 12, 2011 1:17 pm

Currently we are working to balance the effects provided by consumable use on plants. This includes the various fertilizers. The plan is to scale the benefit provided by yield/quality/grow-time-decrease improvements by variable gains.

For example as the average harvest dollars of dirtweed is $200 at 100% yield and 100% quality, when using Fertilizer Type A (cost of $30) on this strain there is a 1-in-5 chance of gaining around a 75% yield increase.

As the price of fertilizer A is a set price of thirty dollars and dirtweed is cheap in value, the 1-in-5 chance of using it on lower value weed will greatly increase the yield. Compare this to using the same $30 dollar bag of fertilizer type A on the most expensive strain of weed which can be grown.

As the average harvest dollars of G13 X NL#5 is $6,425 at 100% yield and 100% quality, when using Fertilizer Type A (cost of $30) on this strain there is a 1-in-5 chance of gaining around a 4% yield increase.

By making this change to consumables and having dynamic returns based on a strain's average harvest dollars this:

1) Makes the average chance of returns on cost of consumable use match the benefit provided.

2) Less tapping for early and mid-game players.

3) Ability for less tapping of consumable use for late game players by adding "packs" of the same consumables that can be used in one shot. Example being a 12 pack of fertilizer type A which would cost $360 ($30 x 12).

Related to this please note we are working to restore the ability to keep the item select in the Plant View screen "sticky" (will keeping the expoits out) allowing multiple use of the same consumable or item in that screen without having to touch the item each time to select before use.

There will be a soft cap on quality, yield and grow-time decrease on plants. This will be accomplished by diminishing chance of success on consumable and item use. For example fertilizer A's chance of success will decrease from 1-in-5 (20%) to say a 18% chance of success when yield of a plant it is being used on is above 200% yield. This will continue to decrease for example to 16% chance of success when yield of a plant it is being used on is above 300% yield and so on.
User avatar
Blackash
Green Gleaner
Posts: 18
Joined: Mon Jun 06, 2011 7:02 pm
Contact:

Re: Changes coming to consumables

Postby Blackash » Sun Jun 12, 2011 6:46 pm

Right on, sounds good. Is the game still going live on the 15th?
User avatar
Brother Floyd
Site Admin
Posts: 285
Joined: Sun Nov 21, 2010 1:36 pm
Location: Humboldt, CA USA
Contact:

Re: Changes coming to consumables

Postby Brother Floyd » Sun Jun 12, 2011 7:20 pm

Blackash wrote:Right on, sounds good. Is the game still going live on the 15th?


Yes still scheduled for the 15th. The beta player reward equipment and items are ready to go.

Return to “Archived Announcements”

Who is online

Users browsing this forum: No registered users and 1 guest