J1M wrote: ↑
May 5th, 2025, 15:03
I was voicing support for the idea of progress being represented by different currencies, not just a single currency that inflates to numbers that require scientific notation.
I was thinking
both originally might be needed. So growth in A, B, C, D, units, not just a single axis E, but still growth to astronomical scales.
Some people really do have an infatuation with those large numbers, though I don't.
Comment. I need to test both cases, in the end. It's a different genre with some existing conventions.
When many different axes and all of them possibly going very large, there is room for them to drop off in growth as a function of current value differently, without it being sudden, and quests can then be ways not just to grow an axis, but also to convert between at least two.
Instead of directly, or through trainers, you build your character by quests that convert at some rate some A into some B but different quests you find do so at different rates, however, some have different prerequisites.
The axes along which you have had high progress however are random over time and the average over the whole game comes out the same.
Like being a mage is harder at first but easier at the end, but being a warrior easier at first but later harder.
Doing the quest of type X when A is higher than B but both high enough, converts most of A at rate 0.85 to B, while if B and D sufficiently high, but D is higher, doing quest of type Y, converts much of D at rate 0.65 to B.
Eventually strategy appears like going in a different loop gives a flux, like in usual physics. Some loops are better overall, and must be found.
If you get high enough B, you can do quest of type Z, if you find it, to convert at 0.75 back to A. Then quest Z of type Z no longer accessible for while. But there is a rapid drop-off in being able to grow A directly.
This might be for a mage playthrough. Different order of things for a warrior. Likewise for an archer.
This encourages RPG elements to come to the forefront?
Different quests might also be in different biomes, so different type characters have incentives to visit them at different times.
In some sense, a potential balancing nightmare, but I may try automated testing with graphics in retro.