Potjeh wrote:Seeing how devs are currently rethinking gluttony, it's perfect time to discuss how to improve it. IMO the problems with it are:
- the system is too complex for newbies, which significantly lowers player retention rate
- randomness is too high, which makes it especially frustrating at low purities (which also happen to be the only purities attainable without legacy humus)
- the difference between high purity and low purity food is too high, mainly due to how the purity multiplier is calculated
- timer-based drain is frustrating to work with (hiding how long it takes to eat something doesn't help), and ineffective at promoting food diversity which makes gluttony a very grindy experience
I think the fundamental problem is that the rather high-factored outward appearance of complexity (If by complexity one means something good, which is another discussion entirely) actually merely obscures a rather trivial reality. The game doesn't reward interesting series of gobbling -- which was the intention originally, and the reason for the intricate system in the first place -- but rather the spamming of one single, optimal dish at the near exclusion of all others. The issue thus being that the game de-facto has four optimal dishes -- one per bile -- and that outside of those four there is no real reason to make anything else. This makes most foods and the industries related to them feel extremely unrewarding and boring in their payouts. Stuff needs to be exciting and worth collecting, and food isn't right now, as the only meaningful question one can really ask of it is "Is this the optimal food for this bile?" if not, then there is little need to ever bother making it, and the industries related to them can be considered a waste of time.
The entire batch of numbers presented by a dish could essentially be broken down to "Food points awarded per unit of time spent gobbling this item" (The randomness element being considered a mere slight distributive variance.) The food items thus have essentially four stats, only one of which is relevant at any given time, as you can only level one bile at a time. Compare this to Haven, in which food has some nine dimensions (Type and one for each of the stats), all of which can theoretically be considered relevant at all times. The variance bonus in Haven also has more integrity, and the one here feels rather artificial, and, more importantly, doesn't matter a whole lot.
Thus: If I wanted to be harsh I could argue that deciding what food to gobble is in Salem a matter of linear comparison along one dimension. There is very little beauty in that.
I don't think the randomness per se is an issue. Haven has a similar element of randomness in its food system.
I agree that randomness should be used with care (And it can be argued that we've used it too much in Salem. Using it the way we have has been an intentional experiment on our part.) , but over larger batches it can, again, be considered a matter of distribution, which I think is fine.
The actual minigame in gluttony of working against the clock and whatever is the one thing I enjoy most about the system. I always enjoy failing at it, and I'd be fine with that part of if it weren't for the above.
The appearance of complexity does indeed turn people off, especially when many of them can probably intuitively sense that the underlying math isn't particularly interesting.