IGN: Look directly to the left, right below my profile picture.
DATE: Look directly upwards. 2 lines.
WHAT YOU WANT TO SUGGEST OR MENTION: Read the rest of this thread.
HOW WILL THIS BENEFIT THE SERVER/COMMUNITY?: Refer to my previous answer.
This thread serves as a counter-argument to the reason given on the most recent thread regarding attributes that was rejected earlier today.
"Whilst we understand it can be difficult to gain attributes on alternate accounts, this plugin is not directly designed to be grinded. It's there to provide attributes to your player over time, if everything was easy there would be no point in doing it." - KimiNoUso
This reasoning is fundamentally flawed; for what reason is there to penalize every player just because there was a small group taking advantage of a system, when you could instead find a way to prevent the behavior you don't want to see? Not only does this further widen the gap between players who have already trained their attributes and those who have not, but now people are grinding more to compensate for the lack of attribute XP they receive.
If your issue is with people grinding out stats quickly over a short period of time, then the solution can simply be a daily progression cap on attributes. Rebalance attributes so that they can be trained at around the same pace, then make it work so that players can only obtain 5-10% total across each attribute per day. This way, instead of wasting players' times by forcing them to do mind-numbingly boring and repetitive tasks for hours (which we understand you don't want, but it's clearly not stopping anyone) they can grind for a short period of time then be on with their day.
With this system, it would still take multiple months of logging on every day to max out everything, but it would be done in smaller, less taxing sessions. I can't confidently say this is a win-win, but I believe it is a good compromise with merit for both sides. It's less time actually spent training, while still taking a long period of time overall.
TLDR: Rebalance attribute gains so they are more efficient and consistent with one another speed-wise, but add a hard limit to how much can be gained in one day.
DATE: Look directly upwards. 2 lines.
WHAT YOU WANT TO SUGGEST OR MENTION: Read the rest of this thread.
HOW WILL THIS BENEFIT THE SERVER/COMMUNITY?: Refer to my previous answer.
This thread serves as a counter-argument to the reason given on the most recent thread regarding attributes that was rejected earlier today.
New speed/swim attribute grind
IGN: Lazeas DATE: 3/3/2023 WHAT YOU WANT TO SUGGEST OR MENTION: The amount of speed you get when running should be heavily buffed. If this does not get buffed, then the track field should be at least 3x MINIMUM EXP along with adding some other items that boost exp because a whole week of running...
schoolrp.net
"Whilst we understand it can be difficult to gain attributes on alternate accounts, this plugin is not directly designed to be grinded. It's there to provide attributes to your player over time, if everything was easy there would be no point in doing it." - KimiNoUso
This reasoning is fundamentally flawed; for what reason is there to penalize every player just because there was a small group taking advantage of a system, when you could instead find a way to prevent the behavior you don't want to see? Not only does this further widen the gap between players who have already trained their attributes and those who have not, but now people are grinding more to compensate for the lack of attribute XP they receive.
If your issue is with people grinding out stats quickly over a short period of time, then the solution can simply be a daily progression cap on attributes. Rebalance attributes so that they can be trained at around the same pace, then make it work so that players can only obtain 5-10% total across each attribute per day. This way, instead of wasting players' times by forcing them to do mind-numbingly boring and repetitive tasks for hours (which we understand you don't want, but it's clearly not stopping anyone) they can grind for a short period of time then be on with their day.
With this system, it would still take multiple months of logging on every day to max out everything, but it would be done in smaller, less taxing sessions. I can't confidently say this is a win-win, but I believe it is a good compromise with merit for both sides. It's less time actually spent training, while still taking a long period of time overall.
TLDR: Rebalance attribute gains so they are more efficient and consistent with one another speed-wise, but add a hard limit to how much can be gained in one day.