StrangeLoopGames / EcoSuggestions

Repo for storing Eco game suggestions, separate from EcoIssues
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Another Stamina system to reduce grind #1345

Open darqsatyr1c0n opened 3 years ago

darqsatyr1c0n commented 3 years ago

The idea to add a new system as an overlay on the calorie system.

Purpose: Reduce the grinding flow by shaping grind flow from one line to waves, making organic free windows during work which should result in less ignorance of other game mechanics and which should decrease a feeling of burnout.

Design:

By having such an extension above the calorie layer, the player will have to adapt and work during a short time window and then pause work to restore stamina.

The system built based on Pomodoro Technique. The goal of this time management system is to reduce the impact of interruptions on focus and flow which in our case may result in player ignorance of other gameplay activities such as socializing, trading, crafting, building, traveling, negotiating.

johnkslg commented 3 years ago

I like this idea. We're working on ideas for systems like this, here's some other details: https://docs.google.com/document/d/1PuLwdKw-yE9vG4fh8DigmjG81eiSX0HQsWkB7O9_VrI/edit?usp=sharing Early stages so we may integrate something like youre saying. Let me know feedback too.

darqsatyr1c0n commented 3 years ago

I like this idea. We're working on ideas for systems like this, here's some other details: https://docs.google.com/document/d/1PuLwdKw-yE9vG4fh8DigmjG81eiSX0HQsWkB7O9_VrI/edit?usp=sharing Early stages so we may integrate something like youre saying. Let me know feedback too.

Hello John!

Checked the doc and must say that I don't think that any soft-cap's to calories may work. The document says that after you reach the cap you unable to take actions based on calories, so instead of grinding you are motivated to take actions not based on calories.

I think that it's a very explicit mechanic that will drive some people nuts, especially during the weekend and holidays when people investing more time naturally.

From my point of view, in order to polish this mechanism, we need to make it more implicit. First of all we assume that people grinding in two cases: a) in the desire to level up profession faster than others to receive profit or benefit in crafting; b) in the desire to grind resources and benefit in "a" or in the economy, or even in future days when they will take the second profession and boost it with prepared resources.

And as an implicit solution to such cases I see: a) When you reach the cap, you receive Exhausted debuff which stops you from receiving experience with actions. It will stimulate to stop grinding if you were grinding for profession leveling; b) When Exhausted, your tools work with -50% strength, and you influence more damage to tool durability by +100%. It will stimulate to stop grind because you will go fatigued to repair tools and your general routine will be longer because instead of 2 hits of pickaxe you need to make 4.

Would be nice to know what you think about this.

dradmano commented 3 years ago

I like it a lot. A thing that I thought about which goes along with that, is 'recreation' - a way of manipulating stamina and its regeneration (comparable to calorie cost decrease with leveling up one could say):

Certain furniture or objects could heal your exhaustion faster. I am imagining things like a bathtub. As an MVP implementation room value (maybe with volume) of your house could increase your regeneration rate. This value should be small but it is reasonable, since coming home to a warm living room with a great sofa after a labour intense day feels different from sleeping in a tent. I would add a bonus to specific furniture pieces like the bathtub.

One could even imagine certain consumables like caffeinated beverages, fruits, sugared bakery stuff (maybe that adds some depth to the baker? coffee could even be added to the baker profession) or even drugs (LOL) that give you some instant energy, either by being weak or decreasing regeneration over time for some time ( letting you take some stamina debt: "too energized to sleep", there are many possible mechanics, even playing around with calories). There should be a certain cooldown mechanic obviously, either by a hard limit or some kind of stomach-ache.

Combining it with "culture" or whatever people called it - rewarding city development was a popular wish: The stamina system and recreation could be a way to implement more city development: by assigning claimed districts as public buildings, a city could have public gardens, museums, bathing houses (thermal spring, once water is fixed even more) or whatever one could imagine. These public accessible buildings (or priced by the owner) would, in an MVP implementation, have a small impact on everyone's stamina regeneration in the city (or after payment, there is some room for laws, pricing (private or stated owned)), depending in their interior.

Just throwing some ideas here, but I think they work very well in connection with stamina/exhaustion and could deepen the experience, with minimal extra work. The consumables could spice up some jobs like the baker but shouldn't be overstretched I believe.