Hey everyone. In an effort to get as much information into the hands of our players as possible to help them understand the game, I've started collecting data on object payouts. Our goals are as follows:
1) To provide our player base with an equal playing field in the forum of transparent information
2) To be a publicly open project - taking contributions and corrections from anyone willing to participate in any capacity
3) To help us in the beta environment get a wider picture at the game economy, and shed light on places where balance can be improved
Our current projects available are as follows:
1) Make the information available aesthetically pleasing, preferably by someone applying the current FreeSO theme to the data representation.
2) Collect information en masse for the payouts at max level for Pizza and Code to get reliable averages
3) Record the max payouts for all eight solo objects with 16+ participating (this will probably involve a closed lot and synchronization amongst 16-24 people)
4) To obtain the actual object payout functions and their values (right now the conjecture is base*skill bonus*participation bonus but that seems simplified and we lack values for skill bonus.)
Completion time measured from the moment the object interaction is clicked to the moment the celebration animation for selling the item stops and the ability to select a new action is regained, from a standing position immediately after having just completed the object.
Measurements were taken both on an owned money lot with the cut subtracted ($1 per object completion) and by a separate sim at the same level on a separate unowned unaffiliated lot for checking purposes.
Time measurements were taken several times to account for lag discrepancies and other factors that can't be controlled
Things to take away from these results in my opinion - Most of the solo objects are in the same ballpark except potions which are bananas low and chalkboards because of how fast they are to complete. I don't know that any of the solo objects need nerf again - though I won't have a better idea until I get max payouts calculated and how that scales... but it seems like solo objects make about 50-60% of what multiuser objects make on an hourly basis. The thing I'd like to see is these 7 objects lower than boards have their numbers increased proportionally to get all the solo money objects to a point of balance. With rough averages from Multiuser objects at 10-13k per hour and jobs paying much much more at high levels - it seems the ratios of solo mostly nonactive objects vs active objects and active work are at decent proportions already.
If anyone wants to contribute to this project, has a suggestion for new projects, or feedback and corrections PLEASE by all means post them so we can all have correct, accurate information going around that's not based on guessing or assumptions.
1) To provide our player base with an equal playing field in the forum of transparent information
2) To be a publicly open project - taking contributions and corrections from anyone willing to participate in any capacity
3) To help us in the beta environment get a wider picture at the game economy, and shed light on places where balance can be improved
Our current projects available are as follows:
1) Make the information available aesthetically pleasing, preferably by someone applying the current FreeSO theme to the data representation.
2) Collect information en masse for the payouts at max level for Pizza and Code to get reliable averages
3) Record the max payouts for all eight solo objects with 16+ participating (this will probably involve a closed lot and synchronization amongst 16-24 people)
4) To obtain the actual object payout functions and their values (right now the conjecture is base*skill bonus*participation bonus but that seems simplified and we lack values for skill bonus.)
Completion time measured from the moment the object interaction is clicked to the moment the celebration animation for selling the item stops and the ability to select a new action is regained, from a standing position immediately after having just completed the object.
Measurements were taken both on an owned money lot with the cut subtracted ($1 per object completion) and by a separate sim at the same level on a separate unowned unaffiliated lot for checking purposes.
Time measurements were taken several times to account for lag discrepancies and other factors that can't be controlled
Things to take away from these results in my opinion - Most of the solo objects are in the same ballpark except potions which are bananas low and chalkboards because of how fast they are to complete. I don't know that any of the solo objects need nerf again - though I won't have a better idea until I get max payouts calculated and how that scales... but it seems like solo objects make about 50-60% of what multiuser objects make on an hourly basis. The thing I'd like to see is these 7 objects lower than boards have their numbers increased proportionally to get all the solo money objects to a point of balance. With rough averages from Multiuser objects at 10-13k per hour and jobs paying much much more at high levels - it seems the ratios of solo mostly nonactive objects vs active objects and active work are at decent proportions already.
If anyone wants to contribute to this project, has a suggestion for new projects, or feedback and corrections PLEASE by all means post them so we can all have correct, accurate information going around that's not based on guessing or assumptions.