Number Squishing

Discussion in 'Ideas + Feature Requests' started by Kalthrac, Apr 1, 2016.

  1. Greetings, Friends. Today we all witnessed the unveiling of the new lands of Osman Rai. With those we quickly witnessed certain people who stocked up enough money to reach BC 10 minutes after drop. After seeing the numbers, we know that the average BC CS is around 500mcs-ish. Let's look at the growth of CS over the years:
    Lowland BC-appx 4mcs
    Highland BC-appx 12mcs
    Hoarfrost BC-appx 40mcs
    Abyss BC-appx 150mcs
    Rai BC-appx 500mcs

    Through this, you can notice the dramatically increasing amount of numbers given off by the different levels of land completion. This can and has been frightening to new players, and now is even a bigger threat to new players seeing ridiculously high stats, and discouraging in such a way that puts down the hope of ever reaching BC. My proposal, is of a system that has been used in games like WoW before. A number squish. If we squish down the numbers of people's stats enough, to a linear level, it high daunting numbers would not seem so high anymore, because the linearity of the squishing of the numbers. From beginning to end, you could have BC stats be, say 65mcs. So here is an example progression list:
    Lowland BC-appx 4mcs
    Highland BC-appx 10mcs
    Hoarfrost BC-appx 20mcs
    Abyss BC-appx 40mcs
    Rai BC-appx 65mcs

    Now, even though those numbers are still arguably high, 500 is a much higher number than 65. That way from the bottom up it doesn't look as intimidating.

    However, the challenge can still be kept to reaching BC, by nerfing the difficulty of the EBs to the appropriate size that it would be used for scaling down, we will still be able to hit our beloved lotl's and such without any added problems. Nerf our stats, nerf the difficulty of the EBs to the appropriate size, no added issue. Also, prices are soaring up the spectrum pretty high. With prices for lands up in 7t territory now, and building upgrades lingering around 1t and beyond, it is seeking frusterating to have to collect such a high number for something. My proposal is also to squish that down corresponding to the CS and difficulty of the eb. For example taking away one number in a set of numbers. This isn't the only option but I'm just trying to give an example:

    The number 10000000
    Take a zero off
    Now it's 1000000. So if someone cost 113000000000000 (113t) now they'd only cost 13000000000000 (13t).

    Corresponding to the amount of money EBs and other plundering a would give, it would still be equally as hard to obtain x amount of money as before, but it will not seem as daunting having to pay such a large number, because big numbers aren't very friendly to work with!

    For the people wondering, "what would happen to the amount of money I would have already if this were to happen?" The answer is that it would be squished down to the approximate value as before, imagine it like we're deflating the US currency system back to how it was in the 1950's. Same proportional amount, just a different number.

    This is all just a suggestion of what I think would be a nice update to the game, and would make looking at numbers and stats a little bit easier once more. To conclude, difficulty and proportionality of all numbers would remain the same, but it would just be scaled down to a more linear system creating ease and stability. I hope you enjoyed this read, and I would like to hear where you would stand about this, and I would overall enjoy seeing this system implemented in the game. Thanks again for reading, and have a great day/night/evening/etc. :)
     
  2. Re: Number Squish idea

    Fc had small stats per building. Like what your talking about. It doesn't change game mechanics tho. Let me look at my millions of stat points.
     
  3. So essentially you're proposing to transform the data in order to bring it back to a normal curve. Not a bad idea. The increase in stats and cost seems disproportionate but it isn't really. Each land release has resulted in an approximately 3-4x stat increase. But at the end of the day it doesn't really change anything. A 65M CS BC acocunt will still have the same strength/hit ranges as the 500M CS BC account would have. It it still cost the same and take the same amount of time. Really it would only be for aesthetic purposes.
     
  4. No lmao.
     
  5. support because it wont even be implemented anyway lols
     
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  7. The numbers are tripling.... that's all
    Nice idea but damn would that destroy people who already reach rai bc... 65 instead of 500 Mil lol
     
  8. No it wouldn't. They'd still be BC. Still be as strong. Still be making great gold. Nothing actually changes. Strength and plunder etc. still has the same value.

    It's more an aesthetic thing and so it looks more 'proportional' I guess. But nothing actually changes because everything is scaled down the same.
     
  9. I agree 100%. When I joined this game there was no such thing as 200-300 mcs. But all in all it really is just for aesthetic because difficulty isn't going to change and time wise nothings going to change either.
     
  10. Shut up already, no one cares
     
  11. Rai lands = 600M CS approximately, because attack building has probably high stat than spy building on Rai lands.

    Anyway, LOTL is easy-middle when maxed Abyss lands, so with new Rai lands and if it's 50% upgraded to maxed out, then LOTL will be very easy. It means next newest eb, after LOTL, will be probably middle-hard.

    So, I'm fine with that numbers for Rai buildings.

    Edited** I was lazy to read whole thread, but it doesn't matter what devs done and most of us will move on or quit. Or maybe devs follow your opinion and make small to medium change based on it. I'm neutral on your opinion as it's just game.
     
  12. There were a lot of Nerfs in that comment... Are you sqishing my herd?