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Separate Stat Re-allocation from Class Change #5082

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lemoness opened this issue Apr 25, 2015 · 85 comments
Closed

Separate Stat Re-allocation from Class Change #5082

lemoness opened this issue Apr 25, 2015 · 85 comments

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@lemoness
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A bunch of new skill changes are in the works, and lots of people will probably want to change their stats around to try them out. Currently, the only way to do this is by changing class, which costs gems.

We can't make Change Class free because it is an important source of revenue for the site and so removing it would hurt HabitRPG, but we CAN separate out Stat Re-allocation and make it gold purchasable instead of gem-purchasable! This way, non-paying users can switch around their stats, and there is a new gold sink on the site:)

Since this is a Major Gold Sink, it should probably cost 100 gold to be consistent with other planned Major Gold Sinks like the Enchanted Armoire.

@deilann
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deilann commented Apr 25, 2015

I actually am not sure I like this idea. It makes it far too easy to
change your stats around, which takes away a lot of the gamification of
Habit. It's one thing to sleep in INT pajamas, but it's another to be able
to reallocate all of my points to PER once I've reached my drop cap that
day.

On Fri, Apr 24, 2015 at 5:25 PM, lemoness notifications@github.com wrote:

A bunch of new skill changes are in the works, and lots of people will
probably want to change their stats around to try them out. Currently, the
only way to do this is by changing class, which costs gems.

We can't make Change Class free because it is an important source of
revenue for the site and so removing it would hurt HabitRPG, but we CAN
separate out Stat Re-allocation and make it gold purchasable instead of
gem-purchasable! This way, non-paying users can switch around their stats,
and there is a new gold sink on the site:)

Since this is a Major Gold Sink, it should probably cost 100 gold to be
consistent with other planned Major Gold Sinks like the Enchanted Armoire.


Reply to this email directly or view it on GitHub
#5082.

@hairlessbear
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I like the idea, but I think it should cost a lot more, for the reasons @deilann stated. Something like 1000 gold, to at least discourage people from rapidly changing.

@Alys
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Alys commented Apr 25, 2015

1000 GP puts it out of reach without significant forward planning (or encourages use of Fix Character Values more than a lower cost would, effectively making it free).

One of the reasons we are changing it to a gold cost is so that when the skill changes are made live, people can adjust their stats to help compensate for the changes, without being forced to pay real money. That could be an important factor in increasing acceptance of the new skills. Hence the stats re-allocation ability needs to be achievable without too much effort.

If a player feels that 100 GP is too easy for them, they can create a custom reward to make it more expensive. It is not an ideal workaround, but it is impossible to select a gold amount that is equally fair for all players.

@deilann
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deilann commented Apr 25, 2015

I think it's a really, really bad idea to build a lasting feature to
compensate for a one-time need.

Also, it doesn't address the fact that some people may want to change their
class. They may no longer like the way their skills work.

I'd actually find a way to give away 1 free class change to every player.

On Sat, Apr 25, 2015 at 11:24 AM, Alys notifications@github.com wrote:

1000 GP puts it out of reach without significant forward planning (or
encourages use of Fix Character Values more than a lower cost would,
effectively making it free).

One of the reasons we are changing it to a gold cost is so that when the
skill changes are made live, people can adjust their stats to help
compensate for the changes, without being forced to pay real money. That
could be an important factor in increasing acceptance of the new skills.
Hence the stats re-allocation ability needs to be achievable without too
much effort.

If a player feels that 100 GP is too easy for them, they can create a
custom reward to make it more expensive. It is not an ideal workaround, but
it is impossible to select a gold amount that is equally fair for all
players.


Reply to this email directly or view it on GitHub
#5082 (comment).

@crookedneighbor
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I think I'm with @deilann on this.

@Alys
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Alys commented Apr 25, 2015

It's not just a one-time need. It also allows it to be a gold sink, which
we need more of.

@gisikw
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gisikw commented Apr 25, 2015

Definitely agree that there should be a single free change. Speaking for us lowbies, having the mechanics change, while not having the gems/gold to do anything about it, would be very frustrating.

Would be fine seeing both (a single-use token, and a gold sink), whether it's a class change, or even just a stats reallocation, with a fixed class.

Pffft, you endgame raiders! I still can't afford my contributor gear :P

@deilann
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deilann commented Apr 25, 2015

It's not actually an effective gold sink, unless you expect people to be
micromanaging and rearranging their points all the time. Which would be
very bad for productivity.

Yes, we need more gold sinks, but that doesn't mean we should rush into
them without thinking about the consequences.

You know what would be a good gold sink? The ability to dye your equipment
(you only have one, so clearly you'd have to pay to redye it), which I
believe was put together in a way that didn't need a whole bunch more art
made.

But really, what we need to address is the reason we need gold sinks.
Primarily, as far as I can tell, it's because we tie drops and gold
production. People have to produce a ton of gold in order to get the drops
they want. So people spec rogue because they want drops, but they don't
really want that much gold.

On Sat, Apr 25, 2015 at 4:53 PM, Alys notifications@github.com wrote:

It's not just a one-time need. It also allows it to be a gold sync, which
we need more of.


Reply to this email directly or view it on GitHub
#5082 (comment).

@deilann
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deilann commented Apr 26, 2015

The most effective gold sink would be a Gambler feature, that takes a
quarter of your gold win a minimum of say 10gp and gives you a food drop,
regardless of your drop cap.

This would deal with the fact that everyone has a different gold economy
and would also allow people to "bleed off" surplus gold when they have a
bunch, but don't want that much because of the economy of their custom
rewards.

On Sat, Apr 25, 2015 at 4:59 PM, Ryan yandoryn@gmail.com wrote:

It's not actually an effective gold sink, unless you expect people to be
micromanaging and rearranging their points all the time. Which would be
very bad for productivity.

Yes, we need more gold sinks, but that doesn't mean we should rush into
them without thinking about the consequences.

You know what would be a good gold sink? The ability to dye your equipment
(you only have one, so clearly you'd have to pay to redye it), which I
believe was put together in a way that didn't need a whole bunch more art
made.

But really, what we need to address is the reason we need gold sinks.
Primarily, as far as I can tell, it's because we tie drops and gold
production. People have to produce a ton of gold in order to get the drops
they want. So people spec rogue because they want drops, but they don't
really want that much gold.

On Sat, Apr 25, 2015 at 4:53 PM, Alys notifications@github.com wrote:

It's not just a one-time need. It also allows it to be a gold sync, which
we need more of.


Reply to this email directly or view it on GitHub
#5082 (comment).

@deilann
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deilann commented Apr 26, 2015

I'd actually argue that if we had such a feature (and maybe you could only
use it five times a day) this would fix the food imbalance issue without
screwing up hatching potion rates for new users, and definitively solve our
need for gold sinks.

On Sat, Apr 25, 2015 at 5:06 PM, Ryan yandoryn@gmail.com wrote:

The most effective gold sink would be a Gambler feature, that takes a
quarter of your gold win a minimum of say 10gp and gives you a food drop,
regardless of your drop cap.

This would deal with the fact that everyone has a different gold economy
and would also allow people to "bleed off" surplus gold when they have a
bunch, but don't want that much because of the economy of their custom
rewards.

On Sat, Apr 25, 2015 at 4:59 PM, Ryan yandoryn@gmail.com wrote:

It's not actually an effective gold sink, unless you expect people to be
micromanaging and rearranging their points all the time. Which would be
very bad for productivity.

Yes, we need more gold sinks, but that doesn't mean we should rush into
them without thinking about the consequences.

You know what would be a good gold sink? The ability to dye your
equipment (you only have one, so clearly you'd have to pay to redye it),
which I believe was put together in a way that didn't need a whole bunch
more art made.

But really, what we need to address is the reason we need gold sinks.
Primarily, as far as I can tell, it's because we tie drops and gold
production. People have to produce a ton of gold in order to get the drops
they want. So people spec rogue because they want drops, but they don't
really want that much gold.

On Sat, Apr 25, 2015 at 4:53 PM, Alys notifications@github.com wrote:

It's not just a one-time need. It also allows it to be a gold sync, which
we need more of.


Reply to this email directly or view it on GitHub
#5082 (comment)
.

@Alys
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Alys commented Apr 26, 2015 via email

@crookedneighbor
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I second that.

@deilann
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deilann commented Apr 26, 2015

I still maintain that we should not create a feature due to a single site
change.

I maintain that this won't be an effective gold sink, won't be affordable
for most users, and takes away quite a bit of the gamification of the site.

I propose that we do not run into this rashly, as something like this, once
it's offered, will be hard to take back.

What I would do:

Separate stats allocation from class change. Make it cost 1 gem instead of
3. Give one gem to all players.

On Sat, Apr 25, 2015 at 5:15 PM, Blade Barringer notifications@github.com
wrote:

I second that.


Reply to this email directly or view it on GitHub
#5082 (comment).

@Alys
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Alys commented Apr 26, 2015

There's a lot of points that have been raised, so I'm summarising them to help us assess them all. I am paraphrasing your comments in some places for brevity - tell me if I have lost your original meaning. These are summarised by topic rather than chronologically, to keep similar comments together. I have added my own responses to some of them (in non-bold text) - these are not meant to be a final response to any of the points; they are just my contributions to the conversation.

FCV = Fix Character Values

  • lemoness: We believe that people will want to change their stats (possibly multiple times) while they experiment with the new skills and currently they can only do that with the change class option.
  • lemoness: Class changes are an important source of revenue for the site and so removing the gem cost for that would hurt HabitRPG.
  • lemoness: But stat re-allocation can be separated out and made gold purchasable.
  • lemoness: A cost of 100 GP is suggested for consistency with other planned Major Gold Sinks.
  • hairlessbear: Cost should be 1,000 GP to discourage rapid changing.
    • alys: for many users, 1,000 GP will be out of reach without significant forward planning or inappropriate use of FCV (if you think you'll never be able to earn it, you won't even try). But see also my contrasting comments below about using FCV. However I think 1,000 GP is so large that it will seem unreasonable to many, regardless of workarounds.
    • alys: Players can make their own custom reward to increase the cost if desired.
  • deilann: [100 GP] "won't be affordable for most users"
    • alys: I think it will be with some effort, and that's probably reasonable if we want the users to be productive to earn it and not use it too often. See also my comment below to gisikw about using FCV to compensate.
  • deilann: "Separate stats allocation from class change. Make it cost 1 gem instead of 3. Give one gem to all players."
    • alys: That allows only one free change of stats, but players experimenting with skills are likely to want more. A gem cost won't be affordable for more users than a 100 GP cost.
  • deilann: "It makes it far too easy to change your stats around, which takes away a lot of the gamification of Habit." Also: "It's not actually an effective gold sink, unless you expect people to be micromanaging and rearranging their points all the time. Which would be very bad for productivity."
    • alys: Players can make their own custom reward or other condition to limit their use if desired.
    • alys: Avatar customisation and pet feeding can also waste time, but we permit that (and some players make their own conditions to limit it successfully).
  • deilann: "some people may want to change their class. They may no longer like the way their skills work. I'd actually find a way to give away 1 free class change to every player."
    • alys: But this could reduce site revenue, making it harder to pay the bills this month
  • gisikw: There should be a single free change... having the mechanics change, while not having the gems/gold to do anything about it, would be very frustrating.
    • alys: I do understand that not being able to change class could be frustrating, but I am also concerned about site revenue.
    • alys: Lack of gold could be compensated for by using FCV. If a player's preferred task organisation results in them earning far less gold than average, I think it's a legitimate solution to decide on a fair "exchange rate" and then use FCV to increase their gold when they have earned enough in their own terms to deserve an in-game reward. (I would definitely recommend this for buying Contributor Gear you have earned, if it is out of reach.)
  • deilann: "It's not actually an effective gold sink, unless you expect people to be micromanaging and rearranging their points all the time."
    • alys: I'm not sure it needs to be a frequently used gold sink. It's just there if you want it.

@deilann
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deilann commented Apr 26, 2015

I'm just going to bow out of this conversation. I don't have the emotional
bandwidth to deal with it apparently. Yes, original meaning was lost here
and there, but it's not worth it to try and fix that in the long run.

On Sat, Apr 25, 2015 at 8:38 PM, Alys notifications@github.com wrote:

There's a lot of points that have been raised, so I'm summarising them to
help us assess them all. I am paraphrasing your comments in some places for
brevity - tell me if I have lost your original meaning. These are
summarised by topic rather than chronologically, to keep similar comments
together. I have added my own responses to some of them (in non-bold text)

  • these are not meant to be a final response to any of the points; they are
    just my contributions to the conversation.

FCV = Fix Character Values

lemoness: We believe that people will want to change their stats
(possibly multiple times) while they experiment with the new skills and
currently they can only do that with the change class option.

lemoness: Class changes are an important source of revenue for the
site and so removing the gem cost for that would hurt HabitRPG.

lemoness: But stat re-allocation can be separated out and made gold
purchasable.

lemoness: A cost of 100 GP is suggested for consistency with other
planned Major Gold Sinks.

hairlessbear: Cost should be 1,000 GP to discourage rapid changing.
- alys: for many users, 1,000 GP will be out of reach without
significant forward planning or inappropriate use of FCV (if you think
you'll never be able to earn it, you won't even try). But see also my
contrasting comments below about using FCV. However I think 1,000 GP is so
large that it will seem unreasonable to many, regardless of workarounds.
- alys: Players can make their own custom reward to increase the
cost if desired.
-

deilann: 100 GP won't be affordable for most users.
- alys: I think it will be with some effort, and that's probably
reasonable if we want the users to be productive to earn it and not use it
too often. See also my comment below to gisikw about using FCV to
compensate.
-

deilann: Separate stats allocation from class change. Make it cost 1
gem. Give one gem to all players.

- alys: That allows only one free change of stats, but players
experimenting with skills are likely to want more. A gem cost won't be
affordable for more users than a 100 GP cost.
-

deilann: Makes it too easy change stats - removes gamification,
wastes time (bad for productivity).

- alys: Players can make their own custom reward or other condition
to limit their use if desired.
- alys: Avatar customisation and pet feeding can also waste time,
but we permit that (and some players make their own conditions to limit it
successfully).
-

deilann: Some people may want to change their class because they no
longer like the way their skills work. Suggest giving away 1 free class
change to every player

- alys: But this could reduce site revenue, making it harder to pay
the bills this month
-

gisikw: There should be a single free change... having the mechanics
change, while not having the gems/gold to do anything about it, would be
very frustrating.

- alys: I do understand that not being able to change class could be
frustrating, but I am also concerned about site revenue.
- alys: Lack of gold could be compensated for by using FCV. If a
player's preferred task organisation results in them earning far less gold
than average, I think it's a legitimate solution to decide on a fair
"exchange rate" and then use FCV to increase their gold when they have
earned enough in their own terms to deserve an in-game reward. (I would
definitely recommend this for buying Contributor Gear you have earned, if
it is out of reach.)
-

deilann: Not an effective gold sink unless players micromanage and
rearrange their points all the time.

- alys: I'm not sure it needs to be a frequently used gold sink. It's
just there if you want it.


Reply to this email directly or view it on GitHub
#5082 (comment).

@Alys
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Alys commented Apr 26, 2015

@deilann I'm sorry about losing the original meaning. I was too concerned with brevity. I've replaced all comments attributed to you with direct quotes. before and after. If you'd like to continue the discussion later, that would be good.

@deilann
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deilann commented Apr 26, 2015

@Alys I'll see. :) I just know that this may need to be taken care of
before I get more bandwidth, as things do, and I didn't want to just ignore
the conversation without explaining my absence when I had been so loud for
some time.

On Sat, Apr 25, 2015 at 9:24 PM, Alys notifications@github.com wrote:

@deilann https://github.com/deilann I'm sorry about losing the original
meaning. I was too concerned with brevity. I've replaced all comments
attributed to you with direct quotes. before
https://i.imgur.com/c55OG3M.png and after
https://i.imgur.com/uShQ7he.png. If you'd like to continue the
discussion later, that would be good.


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#5082 (comment).

@Alys
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Alys commented Apr 26, 2015

The way I see this, re-allocating stats is a separate thing from changing classes, and so free class changes aren't part of this issue (but might be worth discussing separately). Once a player has changed class (for free or otherwise), they might want to experiment with different stat allocations and this issue is about how we let them do that. So here all we are discussing is whether we let them change stats with gold.

The options are:

  • Stats change costs 3 gems (current situation)
  • Stats change costs 1 gem
  • Stats change costs 100 GP (or any other gold amount; the economy is so variable across all users that we might as well consider all gold amounts together)

From HabitRPG's financial point of view, I don't think there is any benefit to keeping the 3 gem cost. Gems have too many uses and the number of players who would spend 3 gems just for stats is probably limited.

Also from the financial view, a 1 gem cost probably doesn't have much advantage either. You'd get more players willing to pay it, but perhaps not enough more to make it a sizeable source of income. User happiness from being able to change stats without gems is probably more valuable.

So we're considering only user-focussed reasons for making stat allocations cost gold.

Advantages of Stat Re-allocation for 100 GP:

  • User satisfaction (users who realise it would waste their time / destroy gamification would be unsatisfied, but they could ignore the feature, and perhaps later we could add a difficulty setting to help them avoid the temptation).
  • It's a gold sink (perhaps not a very effective one, but there will be others too).
  • Fewer complaints about how "everything" costs gems (well, maybe not fewer, but at least we can point to another thing that doesn't).
  • Better acceptance of the skills changes (a short-term reason but I think it has value).

Disadvantages of Stat Re-allocation for 100 GP:

  • Too cheap / too expensive. That's a site-wide problem because it's impossible to pick a price for anything that is fair to all users. The best we can do is settle on something that seems mostly reasonable and suggest workarounds for other cases. Perhaps later we can make an inflation/deflation option for all gold-purchasable features. Also, any gold cost will always be cheaper in real terms than a gem cost (especially when you consider the use of FCV to gain gold).
  • Reduces gamification. Gamification might not be something I'm qualified to comment on because I have very little gaming background, however, neither do many of our users now. Perhaps users who care about gamification can choose to ignore the option or limit their use of it. Do we care about the impact on gamification for those users who don't really understand it? (That's a real question, not rhetorical.) I am not yet convinced that reduction of gamification is a reason to retain a gem cost.
  • Wastes time if a user re-allocates too often. Yes, it will. But so does avatar customisation and pet feeding and a lot of things in real life. At least if we're wasting time re-allocating stats, we'll then want to go off and do tasks to make use of the stats. Users who care about not wasting their time will implement their own control mechanisms (and we can add a difficult setting later to help). Users who don't care will waste their time on something else if they can't waste it on stats.
  • Any other disadvantages for 100 GP stats re-allocation?

Advantages of Gem-Purchasable Stat Re-allocation:

  • Retains gamification - but does that matter?
  • Prevents users wasting their time - but see above. I don't think this is a good enough reason to retain a gem cost.
  • Any other advantages for gem-purchasable stats re-allocation?

@Alys
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Alys commented Apr 26, 2015

Comments from @deilann, sent to me by chat because of bandwidth issues:

There's an option you didn't bring up: rearrange stats for free.
We could also limit the number of times it could be done within a calendar month.
I think I actually quite like "free but limited" -- and we could only start the "limited" bit the month after the stats change goes in effect.

Also, the difference between costume changes and whatnot and making stats allocation is that the game at higher levels would seriously reward you for regularly changing your stats. So the game is actually encouraging it. You'd want to spec STR or PER during the day and then INT at night, so there'd be multiple changes going on and a lot of micromanaging. While folks could make rules for themself about it, the game is literally encouraging doing it.
Or like "oh noes, I didn't get enough Dailies done, I should spec CON for tonight."

@lemoness
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There have been a lot of very good points and interesting alternatives
listed in this thread, and I'm going to want to take some time to consider
them. That being said, here are a few of my initial responses:

  • We want to allow people to rearrange stats multiple times, especially in
    the interim period right after we've launched skill rebalancing, so the
    1-gem approach definitely isn't as useful as the "X number of stat changes
    per month" or the "stat changes for X gold." I think that one of those two
    options will be our winner.
  • for the "X number of stat changes per month," is that including class
    changes? Personally, I'd rather have a number such as "X free stat changes
    per class re-allocation," because I could easily see someone use up all
    their stat re-allocations and then get gifted the gems to change classes
    and not be able to re-allocate stats to fit their new class for a month.
    That would be extremely frustrating.
  • The chief worry seems to be that users will spend a lot of their time
    re-allocating stats. However, 100 gold is a fairly daunting achievement for
    many players (particularly since Rogues are about to be weakened), and will
    be in direct contrast with other planned rewards such as the Enchanted
    Armoire - i.e. they will have to actively choose to spend their 100 gold on
    that instead of on something else. That means that if a user really wants
    to be able to reallocate stats twice a day, they have to be working hard to
    earn at least 200 gold a day - which means that this will become a new
    source of motivation for those players. Traditionally, our motto has been
    "if it motivates you, it's good." (Of course, you could simply give
    yourselves the gold with FCV, but we aren't really concerned with
    cheating.) This isn't intended to be a custom reward replacement - but some
    users may use it that way, and I don't think that's necessarily a bad
    thing.
  • I actually worry that simply giving users X number of free "stat
    rearrange" tokens, per month or per class change, is more of a waste of
    users' time, because they don't have to do anything to earn it. If they are
    simply given those tokens, it is totally divorced from productivity and
    becomes simply a micromanaging time sink that they can use an arbitrary
    amount of times based on the number that we choose. If we make it
    gold-purchasable, it is the USER who gets to decide how much they want to
    use this tool, based on how motivating it is to them versus other things
    they can spend that gold on.

I'll keep turning these options over in my mind to see if I come up with
any more angles. I'm interested to hear more responses!

On Sun, Apr 26, 2015 at 12:11 AM, Alys notifications@github.com wrote:

Comments from @deilann https://github.com/deilann, sent to me by chat
because of bandwidth issues:

There's an option you didn't bring up: rearrange stats for free.
We could also limit the number of times it could be done within a calendar
month.
I think I actually quite like "free but limited" -- and we could only
start the "limited" bit the month after the stats change goes in effect.

Also, the difference between costume changes and whatnot and making stats
allocation is that the game at higher levels would seriously reward you for
regularly changing your stats. So the game is actually encouraging it.
You'd want to spec STR or PER during the day and then INT at night, so
there'd be multiple changes going on and a lot of micromanaging. While
folks could make rules for themself about it, the game is literally
encouraging doing it.
Or like "oh noes, I didn't get enough Dailies done, I should spec CON for
tonight."


Reply to this email directly or view it on GitHub
#5082 (comment).

@crookedneighbor
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Just a thought, what if the price of the stat re-allocation increased slightly with every use? Maybe capping out at a certain price and returning to the minimum price after using the orb of rebirth.

This would allow people to use it, but discourage frequent uses of it, since it would increase the price each time.

Alternatively, the price could rise with each use throughout the day/month and reset at the next one.

@gisikw
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gisikw commented Apr 26, 2015

I like that idea! Taking a page from Blizzard with regard to class respecs :) I'd suggest that we should probably auto-reset the minimum price at any point in the future where skills are significantly changed.

With regard to @Alys's point about FCV — I'm very hesitant to see this as a viable workaround. At least for me, the instant I start using "cheat codes" in a game, it becomes much more challenging for me to avoid the temptation to make tweaks and adjustments in the future. This could just be a personal thing, but psychologically, I'm trying very hard to avoid the use of that feature.

(As an aside, the biggest thing that's been holding me back is having a negative habit for smoking, which is a multiple-times-a-day activity. From an operant conditioning perspective, it's best to have to lose the HP immediately after performing the bad habit, but it does make the gameplay balance pretty challenging. If I were to open up the pandora's box that is FCV, it would be very hard to close it again.)

@lemoness
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I really like that as an option! Definitely reset after orb of rebirth.
Probably also reset with class changes.

Note that we will get a lot of user questions, though. We'd need to find a
way to make it as simple as possible.

Maybe:
25
50
100
200
400 capped

400 every time is daunting enough that I think the majority of players
would not use it frequently.

That being said, I am still not totally convinced that we need to add this
level of complexity to address the fear that users will be constantly
re-rolling stats, for the reasons I outlined last night. If people are very
worried about that, though, then this seems like a good compromise.

On Sunday, April 26, 2015, Kevin Gisi notifications@github.com wrote:

I like that idea! Taking a page from Blizzard with regard to class respecs
:) I'd suggest that we should probably auto-reset the minimum price at any
point in the future where skills are significantly changed.

With regard to @Alys https://github.com/Alys's point about FCV — I'm
very hesitant to see this as a viable workaround. At least for me, the
instant I start using "cheat codes" in a game, it becomes much more
challenging for me to avoid the temptation to make tweaks and adjustments
in the future. This could just be a personal thing, but psychologically,
I'm trying very hard to avoid the use of that feature.

(As an aside, the biggest thing that's been holding me back is having a
negative habit for smoking, which is a multiple-times-a-day activity. From
an operant conditioning perspective, it's best to have to lose the HP
immediately after performing the bad habit, but it does make the gameplay
balance pretty challenging. If I were to open up the pandora's box that is
FCV, it would be very hard to close it again.)


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#5082 (comment).

@SabreCat
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My few cents:
👍 for escalating costs. Very elegant!
👎 for free allocation or introducing yet another currency (respecs/month) to the system
👎 for FCV as a go-to for any design concern. I cringe any time it's suggested as anything but a way to straighten yourself out after a bug incident.

@crookedneighbor
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👍 to all that ^

It is my hope that one day FCV will be removed, once the site has fewer recurring syncing bugs.

@Alys
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Alys commented Apr 27, 2015

I strongly recommend against removing FCV at any time. Even if we were bug free, there'd always be situations like a player being unable to log in due to network problems leading to them and their party taking a lot of undeserved damage. Also, I've seen several users discuss useful ways of using FCV, e.g., reducing Health to make the game harder (optionally with a matching increase in MP or GP as incentive to try harder), gold banks to save for specific things so they don't fritter their gold away on other rewards. It's a very useful tool. Giving the users flexibility is a good thing.

@Alys
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Alys commented Apr 29, 2015

@deilann sent me some comments to post (bandwidth issues again)

Regarding gamification (and this greatly clarifies it for me), he said:

"when you allocate your points, you're building a character. Easily being able to move those points around makes the points kind of... not really have meaning and not feel as much like a game/character. A big part of RPGs is making choices about where to put your skill points... and just like in Habit, you give some things up to be better in other things."

Regarding an increasing gold cost for stats reallocation:

"I'm really not really in favour of it. It feels like it takes away from the whole point of attribute points, at least for me. The class change feels like a 'reroll' and having it be a gem cost makes it be a significant barrier. I do, however, like the idea of gaining the ability to reallocate your points every five to ten levels."

"I realized that what's been upsetting me the most about this conversation, is that it feels like this is not being treated like it's a massive change, more like a minor one. However, for some users, this is a very significant change."

@lemoness
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It seems that most opinion has been coalescing around the increasing gold cost, although @deilann has brought up the point that making changing stats a more prominent part of the game will hurt the classic RPG feel of the game for some players.

I've been trying to brainstorm more options for us to see if we can reach a good compromise between letting people change their stats and keeping it from becoming an overwhelming strategy change. How do people feel about this:

  • Rerolling Stats costs gold, but there is a hard cap of the number of times that you can do it (reset with class changes + orb of rebirth).That way, experimenting becomes accessible to all players (if they work hard enough to earn the gold for it), but at some point you have to commit to the stats you have, and that's simply the character that you've built for yourself.. unless you change class/use the Orb of Rebirth.

Good idea? Terrible idea? Idea that can be saved with a bit of tweaking?

If opinion continues to vary on this substantially, I would suggest creating a poll from the top options and deciding that way. We've only had to do that a few times in the past, but it has worked well!

@gisikw
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gisikw commented Apr 29, 2015

I like where you're going with this, as far as restricting it as a strategy device. But I worry that if someone decides they like their current stats, or makes once change and sticks with it for a while, the remaining "rerolls" become a tempting strategy change.

Throwing this out there - what if instead of capping it on quantity, we cap it on time? The idea is to give folks a bit of time to experiment with new stats, yes? So howabout having some sort of "One-Week" Item (with whatever Fantasy trappings we want to add. "Freaky Friday Potion", or "Empathy Potion" or something).

Single-use, and you don't need to use it right away (to account for people who may be out-of-town during the stats rollout), and once you've used the item, you can change your stats, but only within that time window. We could do this with a gold cost, or even make it free. As soon as your 7 crons (or however long we want to make it) are up...that's it. No more re-rolls.

But that way, people get a brief period where they have the opportunity to play around with the new stats before settling on something, but it doesn't become a permanent mechanic that affects strategy?

@lemoness
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I’ve been turning this issue over in my mind, and while I still feel that we will need to address this topic, I think that we should release skills rebalancing before we make a final decision about this feature.

It looks like the conversation about how to best handle stats allocation may continue for a while, and given the amount of debate, I am not comfortable making this decision quickly. However, for scheduling reasons, it really makes sense to release the skill changes sooner rather than later.

What we can do instead is to link people to this ticket in the announcement, which will give the people who are most passionate about this issue a chance to share what would make them happy. It will also help us assess the true demand for this sort of feature. If there's a ton of demand, that leans in favor of the gold-purchasable options... if there's no interest, a change may not be necessary at all.

For those unhappy in the interim, Alice has proposed creating a script that she can run to reset people’s stats. In her plan, we'd give people a week or so put their UUID in this ticket, and she will reset the stats for a bunch of UUIDs every so often. This will alleviate immediate stress without locking us in to a feature change that hasn’t been well-thought-out.

If nobody feels strongly that releasing skill rebalancing without this feature is a terrible idea, we’ll proceed with that launch, and take our time with this decision.

@Alys
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Alys commented May 4, 2015

Attribute points have been reset for the players listed below. If you have added your UUID to this issue and do not appear in this list (nor in the list I posted earlier), please comment here again.

030d0e1a-21df-4d53-bc05-4fb0f7f8ffcd SubRosa Lux
444cf175-e917-4683-a40d-498b09146148 Tahtimittari
4472c281-8684-4063-b6fc-d79841f1e286 AustinPuk
609b6eec-a459-4096-93f9-770174c2072f teresa91
6743eeaf-5985-49a8-9119-76bf6ffdcf8b avecrux
aaec07b5-b48b-4c91-b59f-a56369f7e3f7 geobat

@lemoness
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lemoness commented May 4, 2015

I think the implementation of the cooldown with the 20% reduction and
doubling is way too complicated. We already get pushback over how
complicated the site is - we want to make things very intuitive.

@AgentX999 @glenanderson - One of the proposed ideas was to have a cap on
the total number of times you could reallocate, for example 3 per class
change. Would that address your concerns, or would it be too restrictive?

What about a cooldown by itself, just for a longer period of time - several
days?

I'm intrigued by the gold cost being related to attribute points (10 per
point?), since it's simpler, but I'm not totally sold.

On Sun, May 3, 2015 at 5:21 PM, Alys notifications@github.com wrote:

Attribute points have been reset for the players listed below. If you have
added your UUID to this issue and do not appear in this list (nor in the
list I posted earlier), please comment here again.

030d0e1a-21df-4d53-bc05-4fb0f7f8ffcd SubRosa Lux
444cf175-e917-4683-a40d-498b09146148 Tahtimittari
4472c281-8684-4063-b6fc-d79841f1e286 AustinPuk
609b6eec-a459-4096-93f9-770174c2072f teresa91
6743eeaf-5985-49a8-9119-76bf6ffdcf8b avecrux
aaec07b5-b48b-4c91-b59f-a56369f7e3f7 geobat


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#5082 (comment).

@mayajosyula
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@lemoness I might need some more time to think about both of those, but here are my initial thoughts.

One of the things I personally like the most about HabitRPG is that everything connects back to how productive you are. The gold, experience, mana, and drops you get from checking off a task can be used for equipment and casting skills and hatching pets and gaining levels and pretty much every (non-social) feature of HabitRPG that exists right now. I'd be opposed to the 3 per class change idea because it kind of messes that up. It basically says "here, you get this magical ability without working for it at all" and I think that's a little jarring when compared to the rest of the system.

I'd be more comfortable with the cooldown period over the 3 per class change, because at least that way the cost of reallocation is tied to your gold so it makes sense with everything else. I think the time delay would do a lot in preventing me and other people from reallocating their stats whenever they feel like it. But there's still the problem of some people like me finding the cost too cheap while other people finding it too expensive. There will be people struggling to pay that 100 gold, and there will be people that are able to afford it easily. I'm not sure it's fair to change something this significant and have the overall effect of it vary from player to player.

That's why I like the idea of reallocation cost scaling with attribute points. Since it's not a fixed cost, the too cheap vs. too expensive problem is significantly lessened. People that are higher leveled will a) have more gold in the first place and b) have more attribute points to reallocate, so it makes sense to have reallocation be more expensive for them. I'm not sure what the specific number to scale it by should be (that would affect things too), but I really think that this is the most reasonable option.

Then again, I think all three of the above are better than the original idea of 100 gold and no cooldown period.

...I really hope that made sense.

@ghost
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ghost commented May 4, 2015

Having X reallocations per class change would give reallocation an indirect gem cost which seems to defeat the point of decoupling them. I agree with @AgentX999 that it would be better if reallocations are earned in some way, even if that is just through gold.

Any cooldown should be long enough to prevent reallocation becoming part of regular gameplay but short enough that people can experiment on a reasonable timescale. I'm starting to think that a 1 day cooldown is insufficient from a gameplay perspective and that a longer cooldown makes experimenting too difficult.

What if stat reallocation was a potion of some sort in the market. When you choose/change classes the market has N in stock at a cost of X gold. There is no cooldown on the potions themselves but the market only gets restocked at a rate of 1 potion per week, and never has more than N in stock. This lets experimenters perform a few reallocations in a short period of time but prevents them from being used frequently as part of general gameplay. My first thought is that N = 3 would work well.

This is the kind of effect I was aiming for with the varying gold cost idea although I agree that was too complicated. This seems a lot less complicated to me and arguably clearer than a cooldown as there is nothing "hidden" going on in the background - if there's a potion in stock you can reallocate, if there isn't you must wait until there is another in stock. It could also make it easier to deal with changes to the class system in the future since you could just hand out an extra potion when changes are made.

There is also the possibility of adding other ways to earn said potions which wouldn't be the case if reallocation was just a new button next to class change. Maybe a subscription linked cap increase like there is for purchasing gems with gold.

Having a fixed cost that is suitable for high level players would suck for newer players who have just unlocked the class system. That's a time when people are likely to want to play around (I'd love to try a strength build, for instance) but 100g is worth a lot more at that stage than it is later on - 100g could get you 3 weapon upgrades at level 10. If 100g is the desired cost at level 100+ then 1g/point would be a good way to keep the cost sensible for lower level players.

I've got a few gripes with the general experience of levels 1-10 which I won't go into here, however, putting reallocation out of reach of players that have recently unlocked the class system would only make things worse.

@Zelah-Meyer
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If you want to link stat reallocation to an earned reward, then why not give people the option to reallocate their stats each time they level? You could also allow people to do that post level 100, which would give higher level players something they could work towards now that we don't get stat points post 100 anymore.

@SpartanRedWing
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I also support the idea of making Stat Reallocation gold purchasable. Similarly, I'd like to re-allocate after the recent changes.

@assaulted-peanut
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My UUID is f2435647-4d92-4176-a536-c29f6363f617
I would like to reset my points.

@oppes
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oppes commented May 5, 2015

please reset my points: 8fe0a890-2ae6-4755-964e-9837caa1f104

@kiramarch
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Thanks for all the work behind the changes so far, and the thoughtful consideration for how to adjust attribute re-allocation. My comments on the suggestions made so far:

  • Love: Linking cost of re-allocation to the number of attribute points you have accumulated. Please consider an escalating multiplier, too, to accentuate the effect. Early on, a few GP per attribute point might make it sufficiently expensive, but as a 94 rogue, I wouldn't even blink at 10GP per attribute point (940GP). (I might take that back after the adjustments to skills, though!)
  • Love: Limiting availability through a potion that re-stocks in on a schedule. The metaphor is very intuitive!
  • Love: Separating point allocation from class changes -- I have re-allocated without changing class several times. But include re-allocation with a class change. I can picture paying my three gems to switch classes, then having a potion appear in my rewards column at the same time (where the Spooky Sparkles and Shiny Seeds and such go, I would think?).
  • Unsure: How much of a priority is it to limit re-allocation? I find it such a pain to click the buttons to assign all the points that it is enough discouragement for me! Would people really do that twice a day?If there is some less manual way of re-assigning all the points...I don't want to know. :)
  • Unsure: Gold rather than gems...this feature is not essential to gameplay, so gems seem a fine way to access it and encourage subscription. I seem to be in the minority, though.
  • Alternate suggestion: Don't tie re-allocation to GP or gems at all -- similar to Orb of Rebirth and many scrolls, gain the potion free at certain level(s), and charge gems for it otherwise. This would tie it to accomplishments, give everyone access, and take it out of everyday gameplay. Of course, it wouldn't address other goals, such as making it a gold sink or allowing frequent experimentation. However, I don't agree with the suggestion to allow re-allocation at every level-up. That seems like overkill, given level-ups a couple times a week.

Again, thanks for all the discussion, and I look forward to seeing how it all turns out!

@KenRhodes
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Maybe it's because I'm fairly new, or because I am a solo party and I don't do very much with quests, but I have yet to earn any gems at all. So the concept of being able to change point allocations without having to buy gems sounds great to me.

For that matter, buying gems with GP would be a welcome change for me. I would consider it appropriate to make the gems very expensive, but even just having a chance would make me like the gems as currency better.

@Alys
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Alys commented May 6, 2015

@KenRhodes You can read about the ways of acquiring gems at Gems on the wiki.

Attribute points have been reset for the players listed below. If you have added your UUID to this issue and do not appear in this list (nor in the lists I posted earlier), please comment here again.

8fe0a890-2ae6-4755-964e-9837caa1f104 Oppes
f2435647-4d92-4176-a536-c29f6363f617 assaulted_peanut

@reenenlaurie
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5b71bd34-22dc-4af8-a9c2-9c7bca83ec37

@ChristosPax
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Hey this is my User ID: cbdfd640-7c36-470a-8c42-d9cc69986109

Christos_Pax

@Alys
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Alys commented May 7, 2015

Attribute points have been reset for the players listed below. If you have added your UUID to this issue and do not appear in this list (nor in the lists I posted earlier), please comment here again.

5b71bd34-22dc-4af8-a9c2-9c7bca83ec37 Reenen
cbdfd640-7c36-470a-8c42-d9cc69986109 Christos_Pax

@earwin
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earwin commented May 8, 2015

e30cffba-5253-45c5-9435-6c23e52df3cb pleease

@Alys
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Alys commented May 9, 2015

@earwin Your attribute points have been reset.

@Alys
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Alys commented May 10, 2015

Attribute points have been reset for Mithos (9964d8d7-c64d-4b61-8422-844dc8081912) from their request in the Tavern.

@lemoness The link to this GitHub ticket in the blog post isn't working.

@tdc0819
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tdc0819 commented May 11, 2015

30cce048-aae4-43da-9ce6-209b2028a4ca

Please reset my attribute points! Thank you!

@Alys
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Alys commented May 13, 2015

@tdc0819 Your attribute points have been reset.

@rurupoisson
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I would like to reset my attribute points, thanks!
b389ae1a-0330-4fc4-801c-e379c2ffac7b

@Alys
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Alys commented May 15, 2015

@rurupoisson Your attribute points have been reset.

@Alys
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Alys commented May 15, 2015

@lemoness Only 23 people put their UUIDs into this thread for having their attribute points reset for free, and one asked in the Tavern. That's far fewer than I was expecting! Attribute resets were less popular than I thought they'd be.

Given that, and the arguments presented here against easy attribute changes, I'm not sure that I'm still in favour of gold-purchasable stat re-allocation. There have been some interesting ideas proposed for limiting the number/frequency of re-allocations, but they tend to be complex and I dread the number of questions we'd get about them. (This is not intended to shut down the debate; I'm just describing my current opinion.)

@ghost
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ghost commented May 16, 2015

I'm still in favour of switching to a gold cost but I think it'd be unwise to make any changes right now.

It would be better to reevaluate this after the other planned gold sinks have been released and people have had some time to adjust to them. If those gold sinks are working a simple gold fee would suffice; the pressure from the other gold sinks would be enough to limit the frequency of reallocations.

To put it another way; while you have other ideas for gold sinks, implement those first until the complex mechanics to limit reallocation are unnecessary.

@lemoness
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Agreed - I think we should put this on the back burner for a while, and
then reassess in a month or two to see if it's a feature that is really
needed at all.

On Fri, May 15, 2015 at 5:06 PM, Glen Anderson notifications@github.com
wrote:

I'm still in favour of switching to a gold cost but I think it'd be unwise
to make any changes right now.

It would be better to reevaluate this after the other planned gold sinks
have been released and people have had some time to adjust to them. If
those gold sinks are working a simple gold fee would suffice; the pressure
from the other gold sinks would be enough to limit the frequency of
reallocations.

To put it another way; while you have other ideas for gold sinks,
implement those first until the complex mechanics to limit reallocation are
unnecessary.


Reply to this email directly or view it on GitHub
#5082 (comment).

@reenenlaurie
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I haven't followed the discussion, but here are my thoughts:

  1. I requested the change, because I went for the int rogue build, which now is broken.
  2. The rogue doesn't feel particularly useful now. I feel I hardly contribute to the team, and although in the past I didn't contribute a lot, I was way ahead in levels, and contributed new quests.
  3. Buying restat points with gold is not useful, because of the discrepancies of gold generation between classes.
  4. The more stat points you have, the more options you have, so restats should be related to your level.

@wildcate
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Just FYI: I did re-allocate my attribute points after the change, using gems for the class change - as a subscriber with the one-year subscription, three gems are a very affordable thing for me. (Actually it feels like I'm swimming in gems, and giving a few to my party members who are not subscribed would be no problem at all.)

If class changes/re-allocation add to the revenue of the site, I'd say keep them that way. (You'll always have people complaining about "everything costs gems".) Levelling up allows to gradually change the stat points, and class change lets you re-allocate all of them, which does fit in with the idea of building a character.

I'd think that temporary things would be much better gold sinks - buying something that only lasts for a day or two, and is cosmetic instead of something affecting gameplay as fundamentally.

Sorry if that's a bit rambly - long day.

@Alys
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Alys commented Sep 27, 2015

I'm closing this issue. I don't think anyone felt strongly enough about being able to change attribute points without spending gems to make it worth adding that feature, and there were some good reasons presented to not allow that.

This can be reopened if anyone thinks it's worth still considering this change.

@Alys Alys closed this as completed Sep 27, 2015
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