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CustomisationHoards suggestion (15 Posts and 128 Views)
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Jul 1st, 2019
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4 Years ago
Jul 2nd, 2019 - 1:00 PM
Nr. 1 #23149 3
(Hopefully it’s okay for me to make another suggestion thread?)

I’ve seen a few people, including myself, being bummed about the long waiting this game requires and that got me thinking. It makes sense for hoards to take longer with each level your pet has, providing it finds more or rarer items on its search outside, but what if you get to choose the road it takes?

Let’s say there will be three options available when you decide to send your pet out.

- A lap around the house
- Into the woods
- Anywhere the wind blows

Each one has their own set of finds and time it takes to return home. A lap around the house, for example, will take 20 minutes for a level 5 pixpet, but the items won’t be very rare, if rare at all. The woods might take twice or three times that time, but the items will most likely be rare. And anywhere the wind blows could take a complete day – but you’ll get very good treasure in return. Of course this would mean that resting will also be different for each hoard choice.

I think it would feel less annoying if the player gets to have somewhat of a choice when it comes to the waiting.

What do you guys think? Is this something? I wouldn’t mind brainstorming or sparring some more for this one! (In fact, I'd love to help out more)
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4 Years ago
Jul 2nd, 2019 - 2:17 PM
Nr. 2 #23152 1
Some potions would become redundant take that into consideration first. Interesting concept
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4 Years ago
Jul 2nd, 2019 - 2:23 PM
Nr. 3 #23153
Would you mind elaborating on that? I'm new so I have little knowledge of the potions and rarity of items right now. If you can give me an example I can try to explain how I would implement it.
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Jan 25th, 2019
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4 Years ago
Jul 2nd, 2019 - 4:37 PM
Nr. 4 #23161
It is like you have something called a rarity excluder, which if its G.100 it will narrow down your item or pixpet rarity to under 33%. If you say the items are there arent rare then are you making excluder potions not be able to use in that path? And that would also defeat the purpose on having the instant return potion which a lot of people use and most of times are really useful. The actual thing in the game that keeps us playing is to wait, some people don’t mind waiting and if they dont want to wait and want good stuff, the instant hoard return is what they use. And imagine, hoard times and rest times must go up each time, which at last, every path results in long waiting.
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Jul 1st, 2019
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4 Years ago
Jul 2nd, 2019 - 4:58 PM
Nr. 5 #23168 1
Ah I see. I don't see the downside of not being able to use that potion anymore, since brewing it costs a lot ingredients etc, and with the introduction of different routes you wouldn't need to go through all that trouble to get the same effect. For people who have these potions I would give compensation for their effort, or offer a period of time to use these before the feature of different routes would be implemented, but there's still another solution if you want to keep these potions.

You can keep some of the rare items in the first path, but as opposed to the common items, they are even rarer to find when you let your pet stroll outside the house. Letting your pet go into the woods can increase the odds of finding more rare items, but will decrease the odds of finding common items. Having your pet hoard wherever their nose will bring them will have a very high increase for rare items, and a high decrease for common items.

So it'll become, and this again is just a suggestion, these odds can be tweaked to everyone's liking:

- Lap around the house: 70% chance of finding common items, 30% chance of finding rare items
- Into the woods: 50% chance of finding common items, 50% chance of finding rare items
- Anywhere the wind blows: 30% chance of finding common items, 70% chance of finding rare items

As for the instant return potions, they'll still be useful for when you want to hoard for super rare items and the like. The waiting time won't be gone, it'll just be balanced out over the path you let your pet take. A stroll around the house won't take long to recover from, but going for a full hike will definitely keep the waiting time a part of the game.

Hopefully I cleared that up for now!
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4 Years ago
Jul 3rd, 2019 - 7:50 AM
Nr. 6 #23230
Its just... you don't understand really how the game would work without potions in use. I would hope that the hoarding times (which were shorten about 2 months ago, which made it so much better already) won't change anymore. Originally it would be 30 min for the first hoard, now 20. We can't shorten that more. We live by that if you want better things, you will need to wait.
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4 Years ago
Jul 3rd, 2019 - 11:21 AM
Nr. 7 #23235
I like the general idea of making the game more accessible to people with different patience levels. I do feel that your idea could be tweaked a bit so that it's not a variation on something we already have, though. The ability to choose how long your pet is hoarding would be pretty cool, even if it's just two or three options. Scaling the rarity of loot based on time, as much as it makes sense, I have to disagree with for the same reasons as Icearashi (whose posts could have been worded more constructively...). Rarity excluder potions are sort of the Pandora's Box of this game; we can't really get rid of them now that we have them (long story), and they're important to the economy. But maybe being able to choose a longer hoard time could guarantee that your pet brings back a certain amount of items, or choosing a really short hoard time might only guarantee exp and/or PC. Or, to get closer to your original idea, the loot rarity would scale with the hoard time, but only slightly, so that this is much less potent than a rarity excluder potion. For example, even the longest hoard time might only guarantee loot rarity at 60% and below.

I know it's not what you had in mind, but those are the only things I can think of that would prevent a clash with rarity excluders. As I said I do like the overall idea of "quicker" ways to play the game for people who don't have as much patience. As Icearashi said, hoard times have already been shortened more than once, but it's clear that we're going to keep getting suggestions to shorten it until there's a solution for those who want to come back to the site more often.
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4 Years ago
Jul 3rd, 2019 - 12:55 PM
Nr. 8 #23238
It's true, so that's really the reason houses are there too! When you're in the starter hut you only get 2 pixpet slots, and when your pets get higher and higher in lvl, they take longer. And when people have mansions or villas, they might not think twice about sending pets out. Oh, and when you send out pixpets in the shorter route I think it should take less food pellets?
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4 Years ago
Jul 3rd, 2019 - 1:39 PM
Nr. 9 #23241 1
Scaling the rarity of items with hoarding was really just an example (just because I would go with it, doesn't mean the site has to). By no means do I want to throw around what the site already has! I know I said I'm impatient, but that doesn't mean I hate how the site works. There are just a few things where I see a problem and potential if it could get tweaked, and I'm more than willing to think about a solution to help. Just wanted to clear that up.

Personally I think the balance of hoard times as of right now could get more balance between them. Yesterday I hatched a Pandstar, send her on a hoard, and after 20 minutes she got back. She grew to level 15, I sent her again, and all of a sudden it takes her five hours to come back to me. That's a really big jump in my opinion. (How long does it take for a level 100 pixpet?)

If there was more to do on the site, like more interaction (what if you can keep interacting with people but don't keep getting a reward after a certain amount, for instance? I really love going to people's pages and help them out on sites like these) or minigames (and these are just examples) it would keep more people interested. Right now, as a newbie, I feel like all I do is wait and that can cost the site a decent chunk of new members. Ones who don't even have to be registered yet, because when I told my friend about this site, they weren't really jumping to get on board. That's a shame.

As for the housing I really like the concept. The drawback is that I have to save a lot of money to be able to afford it, and that means I have to keep sending my two pets out, which basically comes back to waiting.

Again, I don't mean to bash on the site. There's a lot I love about it that makes me want to stay! It's exactly because I'm interested that I want to see the site grow, especially with the things I encounter that hold me back to do more. I hope that's clear ;;

And yes! Food pellets would get balanced out too.
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4 Years ago
Jul 3rd, 2019 - 11:02 PM
Nr. 10 #23261
I understand that you're just giving examples, but I'm still replying to your examples so that you understand you're not alone in your thinking. ^^ And we're always happy when someone cares about the game enough to take the time and effort to make suggestions, so thank you muchly c:

I wasn't saying that impatience was a bad thing, so I hope I didn't come off that way. It's just part of a play style, and I'd like to see us accommodate at least the most common play styles. The fact that we're still seeing concerns about hoard times despite the changes that have already been made means that we still haven't found a solution that works for those particular play styles. Of course, it's impossible to satisfy everyone, but I think your suggestion is a step in the right direction because one thing that people like about games (and often expect, these days) is flexibility with their gaming experience. Being able to choose a pet's hoard time, no matter how it works or what the drawbacks would be, would help with that. And of course there are going to be more minigames in the future, so I'm glad to see that you made a suggestion for one, because we could really use specific suggestions on how to make the game more engaging. I can't say what else the future has in store, but Komodo is constantly updating the game and listening to the most common suggestions, and you can be assured that "more activities" is the most common suggestion! It just takes time (and money, for anything that Komodo can't make himself) to implement them, but more activities are coming, slowly but surely.

To answer your question, a level 100 pet's hoard time is 1 day, 9 hours, and 20 minutes. Before hoard times were shortened, it was 2 days and 2 hours (30 minutes per level) for a while, and you might be surprised how many players at the time thought that was fair. The reason it was shortened was because we had a sudden influx of players who felt otherwise--which is fine, because playerbases change as they grow, and as I said I'd like to see us accommodate different play styles. Around the beginning of beta, a level 100's hoard time was 4 days (1 hour per level), although no one ever had to endure that because it was halved before anyone's pets reached that level.

Another common suggestion is regarding interactions. Some people feel that 6 a day isn't enough, me included, because that makes it hard to return interactions in a timely manner. There also used to be a pumpkin seed shortage, and people were exclusively using their egg-help interactions to get pumpkin seeds, which made it difficult for anyone to get SLVL interactions, but Komodo tweaked hoards so that pumpkin seeds are a much more common find now. I haven't heard from anyone who originally complained about that, so they must've liked the change, but it would still be nice to have more interactions for the first reason I mentioned. Infinite interactions are debatable, but one could say that you already have them, since unregistered users can interact. All you'd have to do is log out, use your unregistered interactions, clear your cookies for the past hour, and do it all over again, as much as you want. I've never tried it, but we don't have a rule against it (that I know of).

As for housing, unfortunately that's meant to take a long time, since it's one of the main goals of the game other than collecting pets. If you need tips on all of the different ways to make money in the game, this is a good thread.
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4 Years ago
Jul 5th, 2019 - 12:09 PM
Nr. 11 #23418 1
Oh but I highly encourage that! You can’t tweak a game concept to its best without it. I didn’t mean to imply that I didn’t want it, I just wanted to make sure that my own intentions were clear. Which, reading back, wasn’t really necessary, but anxiety got the better of me.

Thank you! If it helps, even just a little, I can make a google design doc, in which I try to explain the different routes and what you could get out of it (both with the rarity a bit scaled and with how many items a pet can bring back home), and then I can give you (and/or Komodo) rights to change whatever you like? I think having a doc with all the needed information is easiest to check when you have the time.

I understand, though, that game dev takes a lot of time (my fiancée is one too), so I definitely didn’t mean to come across as ‘it’s taking too long!’ I joined the site this week, that would be very unfair, especially because there’s so much left to explore for a new user.
I was thinking about at least making a mock-up for my own game suggestion, just to get a feel of it and get some art practice. But I’m also planning a game jam with my fiancée, so it could take me a bit to just get the mock-up done.

One day sounds more fair to me than 2, but like you said, there’s different players with different styles, and having different routes would balance this experience out. Who knows, maybe it boosts the market more than it already is!

The infinite interactions for unregistered users raises the question: why does someone who hasn’t joined get more out of a certain game mechanic than someone who is registered? That seems a bit unfair to me. Why should I do a few extra clicks for the same effect? If infinite interactions is already a thing that can happen, why make it exclusive for non-members, when your members can enjoy that just as much? (These are genuine questions, not meant to be hostile.)

Oh I didn’t mean it as a negative thing for the housing! I used them to prove my point of waiting all the time as a newbie, but I don’t want that concept changed at all. Having to save up and wait for a bigger house is (painfully) accurate, and it gives the player a long term goal, so that’s all good. But thank you for sharing the thread!
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Jun 30th, 2019
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4 Years ago
Jul 6th, 2019 - 2:40 AM
Nr. 12 #23481 1
As a newbie, I'm probably not familiar enough with the site to pretend to know what you guys are talking about with the potions, but I can easily say nothing should change there.

That being said, I definitely think hoarding needs something different. I very much like the idea of having more options for it. I dread sending my pets on hoards now because they range into the half-a-day to full-24 hour lengths, and I have almost nothing to brew, cook or refine, so I need to keep sending them on these long hoards to get items. And the amount of items I've gotten are abysmal for a full-day of waiting(Not complaining, just stating facts). I feel as if I'm not playing or indulging in a game at all.

From my point of view, I joined just this week(huzzah!). I instant-hatched my first pixpet, and he immediately found an egg on his first hoard. I made the mistake of waiting to hatch the Veemooth(do all eggs take 76 hours... uuuugh...).

So I garnered very early on that this game is about patience and waiting. I'm sort of fine with that. I'm patient and can wait, but in the early on-set for all games, this system isn't great in catching and keeping the attention of new potential players.

My first pet leveled up enough from his first hoard to skip right into 3-5 hour hoard times. So I gathered my first hoard, rested and sent him packing again and then... Well, I did my laundry and didn't return until the next day because there was nothing else to do here. With any game, it's the first moment of play that's the most crucial and determines whether the site can keep the attention of a user and keep them logged on for longer times or returning more frequently.

So I'm basically saying having more options for sending a pet on hoard would be awesome and beneficial. I'm not saying to give more items or rarer ones at a faster rate, but there definitely needs to be an option for a shorter path.

I'll be blunt. I'm not all that invested here, aside from my love of the artwork and house customization. The lengthy hoard runs that increase every time I send my pet out almost makes me question if I want to bother coming back to send my pet for another day all over again. I feel disconnected, because I log on, send a pet out, then leave.

Sorry if any of this has already been brought up/discussed or pointed out, I didn't read all of the posts.

So to help with the overall Hoards Suggestion, I would like to throw the idea of a junkyard out there. Maybe broken items can be introduced for shorter hoards? For example: If my pixpet is going out for a five or ten minute run through a swamp or trash heap, even if he only brings me back junk items that are worth 1 PC(or 0, because it's trash and would be funny to throw into your house as a stinky decoration), I would feel like I'm getting back something worth the lesser time I sent him out for. And maybe "broken" items could be a thing. Chunks of items or partial liquid ingredients/seed bags/what not that you can combine with refining/cooking/brewing to make a fully restored, "Liquid quartz" or something.

So let's say a level 100 pet goes on a hoard path that takes half the time(50 hours, right?). He comes back with a legendary egg! Oh... but it's fossilized. And you need an equally rare item(like a potion, or another equally rare item you find on another half-hoard) to revive and be able to hatch it. So a person could either sell the egg for half the price of a ready-to-hatch one, or they can buy/find the revitalizer and eventually wait to hatch the egg. So that way those Rarity Excluder would still be just as potent for a reduced-time hoard. Right? Possibly. Uh, if the math doesn't check out, then just ignore me.

But uh, that's just a vague example. I haven't dabbled in potions enough to have any experience with the Rarity Excluder, so I'm not certain how it works. But I think it would be cool to be able to find, "junk" that can be further combined. Like finding empty bottles of glass and then finding uncut gems and refining them to make a "liquid quartz" or anything else. It could be expanded to be more or less complicated, but I hope my general outline of the base idea is understandable.
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4 Years ago
Jul 6th, 2019 - 3:28 AM
Nr. 13 #23482
I definitely like the idea of fossilized legendary eggs and revitalizers as general game additions. Legendary eggs are kind of easy to come by in my opinion if you check the market. With this, Legendaries would actually feel like legendary end game trophy creatures. As for keeping users occupied it doesn't have to focus on hoards, recommend different site features that can incite more player activity as well, I'm sure Komodo has many updates in the work too!
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Jul 4th, 2019
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4 Years ago
Jul 6th, 2019 - 1:40 PM
Nr. 14 #23502
Waiting times really make me question whether I am doing things right, too. I keep looking into the site, but there's almost never something for me to do. I would really appreciate the idea(s) brought up, I already find myself forgetting about the game because all I can do is check in twice a day.
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4 Years ago
Jul 8th, 2019 - 5:22 PM
Nr. 15 #23655
@McRololo
A doc with details would be helpful if you decide to make one!

And unregistered users having infinite interactions isn't intentional of course, it's an exploitation, and they don't get anything for interacting unless they register. Technically they have 6 interactions like the rest of us, but since those are only saved in cookies and not on an account, anybody who has the patience to keep deleting their cookies can abuse it.

@LaWombat
Fortunately only legendaries take longer to hatch than Veemooth! Veemooth has the longest incubation time of non-legendaries, so you just got unlucky xP

I like the idea of broken items and being able to combine them into a repaired item. I'm not sure how this would affect item grades though. Maybe the number of broken items you combine would determine the grade? Or it could work the same way as combining seeds. I also like the idea of fossilized legendary eggs. That one would need some experimenting so that we don't make them too common or too easy to revive (I'm thinking about endgame players who already have a bunch of rare items stockpiled). So we'd probably need to introduce new items that nobody has. Either way I think it's a fun idea.
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