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While changing the base to 2 is a big change, I believe everything else should be something to consider as soon as possible. The fact that the multiplier starts to be heavily reduced at a variable point depending how many total hardcore players there are kind of makes sense, but the reduction itself being tied to it makes this more unstable than it should be. For reference, over the last 2 weeks, the number of hardcore player grew enough to make very rare achievements gain more than 5% retropoints. That's not the number of players playing a certain game that affected the rarity of achievements of that game, that's just the total number of hardcore players growing. Every very rare achievements growing from 15k to 25k retropoints each over the next couple months seems unintended. |
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First let me start by saying that I'm a big fan of introducing diminishing returns on Retro Points, and that I welcome bringing the point where such a dampener starts applying much lower than what previously proposed. Unconstrained linear growth was absolutely ridiculous and set the expectations of the community in a weird place. For that reason, I think this is a step in the right direction, where Retro Points more accurately reflect rarity. I believe, however, that it went too far in nerfing the ratio of rare achievements, in a way that introduced problems listed below.
The PlayerCountAdjustment seems to have been well received, so this proposition does not touch that adjustment in any way.
Problems
Proposed Solution
This allows for dampening to start as early as it is currently, but with a slope that isn't as sharp, allowing for a greater gradient. This helps distinguishing achievements that are rarer with more granularity while still having a strong dampening effect that make it impossible to get a multiplier above 1000 with the current player base.
For reference, here's a dynamic graph that allows you to test various parameters. At the moment, a= is roughly 180 (as it uses the number of players with at least 1250 retropoints for the base total, which might be a bug as the code comments clearly state the intent was roughly 250). And b=10. The proposal is to set a=250 and b=2. You can easily test the effect the change https://www.desmos.com/calculator/yyh34zir58
On that sheet, you can easily test the effect of various parameters and compare it with the old and current implementation of retropoints.
Sample:
0.4% unlock vs 0.04% unlock rate vs 0.01% unlock rate vs 0.005% unlock rate
Current: 83x | 155x | 198x | 220x
Proposed: 101x | 433x | 633x | 733x
Old: 101x | 1000x | 4000x | 8000x
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