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farmrpg
farmrpg

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Progress Update & Proposed Idea

Just a quick update on a few things I'm working on.  All of this is being setup on Alpha first and will then roll into live game, etc... you know the drill.

Fishing Changes
This is in work still on Alpha.  Trying to optimize the process of fishing and fix a few problems with it.  Still needs more work though, but it's getting there.

Books & Bookshelf
This is the next major thing I'm going to add.  Each book will have a temporary effect that you can "read" once per day.  Boosts to XP, rare items a bit easier to find, etc...

An idea for faster Exploring
Ok check this out, in each exploring location you can either pay one of the Townsfolk to tell you about the area.  So right now, you use 1 stamina per continue.  Pay Cecil, for example, 1000 Silver to learn more about Highland Hills and now you are using 2 stamina per continue.  (2 would mean 2 chances at getting an item, etc).  The next purchase with Cecil would be 10,000, then 100,000 (so that it is exponential like other parts of the game).  This would be per area.  It would end up for most players getting to 6-7 stamina per continue, but that allows 6-7x faster exploring without getting too OP.  Thoughts?


Thanks for all the feedback and support!


Comments

On this, I’m not sure how the rates are impacted. But I’ve noticed that if I load my stamina above 2k, there is an increase in 0 item drop rate. 1k stamina and below seems optimal but anything above 2k and I find an odd “unlucky” drop rate of 0 almost at 90% or above.

The drop rate even for singles can sometimes go 6-10 runs with nothing, then all of a sudden you get 5 drops with items.

Just bad luck. I didn’t change item drop rates any.

On stamina update: I like it, but I feel like the drop rate has reduced. I’ve never used 15-20 stamina consecutive and received no drops. But now I’m running at 5 stamina a tap and will often go 3-4 taps with nothing then get one common drop. Anyone else noticing this?


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