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Make Attributes Less Grindy

SigmaHater

Level 18
SigmaHater
SigmaHater
Omega+
+1 As an standing Swim Captain, I've found that it is extremely tedious to grind swim and honestly, it's really demotivating. Swim is one of the most tedious attributes to grind and I'd argue it's the hardest one on the server. You need to be swimming in the school pool for various hours, etc to even get to like what- 2%? That's why no one really grinds swim and as a captain - who needs their members to be high for sporting events. I practically have to bribe them to sit there for hours just to grind their attributes, not that they shouldn't already prior to getting on the team but- I realized that it gives people an incentive. This goes for all attributes assumingly - they are all so tedious to grind. I've been wanting a rework on the attributes for awhile, or at least some kind of a boost on it. I understand the energy jellies give a slight boost but it's hard to even find them in the vending machines because half the time - they aren't available.

As KPD - it's hard to do chases as my character with such low attributes but mixed with dealing with situations, station duties, etc. It's hard to even grind them on that account unless I swap characters. If you are focusing on roleplay, it should be a side-task... rather than a main-task for us. Although it's an reward for the grind, it can be less straining on the player base to achieve high attributes.
 

2500

Level 12
Community Team
Developer
2500
2500
Notable
it takes aprox. 80 seconds of non stop running to level up by 0.01%. Mulitplying that by 10000 (to get 100%) it would take you 8000000 seconds of non stop running to get 100%

800000 seconds ≈ 13333,3(3) minutes
13333,3(3) minutes ≈ 222 hours
222 hours ≈ 9 1/4 days
...
the approximate time (9.25 days) doesn't account for the progress of your speed attribute, unlike jump / swim; speed increases ever so slightly in real time.

spoilering it out so as to not make the page longer than it needs to be
at 0% speed your velocity is 5.6 blocks/s, at 100% this becomes 8.4 blocks/s. this is an increase of 50%, we can assume that this increase is linear, and can be easily interpolated. to do this, i instead note the percentages as numbers 1 - 10000 as this is what each 0.01% represents, and is a little easier to work with in my opinion.

this total "skill number" attribute can be represented with the function
S(x) = x / 450
where x is the amount of blocks travelled in total.

since you increase speed eeeeever so slightly each time you increase the total skill number, there is a slope to be found. the total difference in speed is
8.4 - 5.6 = 2.8 m/s
to find the slope/delta, we divide the difference by z (4500000, the necessary amount of blocks travelled for 100%)
d = 2.8 / z ≈ 0.00000062222 m/s


your velocity at any x blocks travelled becomes
v(x) = 5.6 + dx

to find the actual time it would take to reach 100% we have to integrate and use natural logarithms and all that jazz
Time = 1 / d [ ln(5.6 + dz) - ln(5.6) ]

ln(5.6 + 2.8) - ln(5.6) ≈ 0.4054651081

so finally,
Time = 1 / 0.00000062222 ⋅ 0.4054651081 ≈ 651642 seconds
≈ 181 hours
≈ 7.54 days of non stop running.
Do take in mind that if i remember well its easier to level up the higher it is!
:)

to contribute something to the actual discussion/suggestion, i personally don't mind speeding progress up, but also don't mind it staying this way. neutral.
 

findouticly

Level 74
findouticly
findouticly
Omega
the approximate time (9.25 days) doesn't account for the progress of your speed attribute, unlike jump / swim; speed increases ever so slightly in real time.

spoilering it out so as to not make the page longer than it needs to be
at 0% speed your velocity is 5.6 blocks/s, at 100% this becomes 8.4 blocks/s. this is an increase of 50%, we can assume that this increase is linear, and can be easily interpolated. to do this, i instead note the percentages as numbers 1 - 10000 as this is what each 0.01% represents, and is a little easier to work with in my opinion.

this total "skill number" attribute can be represented with the function
S(x) = x / 450
where x is the amount of blocks travelled in total.

since you increase speed eeeeever so slightly each time you increase the total skill number, there is a slope to be found. the total difference in speed is
8.4 - 5.6 = 2.8 m/s
to find the slope/delta, we divide the difference by z (4500000, the necessary amount of blocks travelled for 100%)
d = 2.8 / z ≈ 0.00000062222 m/s


your velocity at any x blocks travelled becomes
v(x) = 5.6 + dx

to find the actual time it would take to reach 100% we have to integrate and use natural logarithms and all that jazz
Time = 1 / d [ ln(5.6 + dz) - ln(5.6) ]

ln(5.6 + 2.8) - ln(5.6) ≈ 0.4054651081

so finally,
Time = 1 / 0.00000062222 ⋅ 0.4054651081 ≈ 651642 seconds
≈ 181 hours
≈ 7.54 days of non stop running.

:)

to contribute something to the actual discussion/suggestion, i personally don't mind speeding progress up, but also don't mind it staying this way. neutral.
yeah, i didn't have time to actually do the whole calucations, i made it in the middle of a lunch break, okay?!?!
nice tho
typing-typing-emoji.gif

 

Haneshii

Level 29
Community Team
Event Team
Haneshii
Haneshii
Omega+
i think the current gain even with jellies is really slow, i find it tedious especially with just everyday roleplay. i own two other accounts that still dont even have 50% speed on and ive owned them for about a year or two.. the passive route of grinding it is extremely slow for speed and a few other attributes. (i think acro is ok where its at)

it shouldn’t be this hard to get attributes imo, i think it needs a buff. i personally like how Yonio worded it, i think that is just way better.

+1!
 

Ecocide

Level 85
Community Team
Content Team
3Eco
3Eco
Omega+
honestly . .
+1/-1
just bring back the attribute jellies ): that was such a cool addition to the server for new players and for players who just struggle with grinding
 

justsimba

Level 94
HazukiPlayZ
HazukiPlayZ
Omega+
-1
There are still jellies which help HUGELY when it comes to this stuff.. There is just a limited amount that can be sold every day. I believe the jellies are the best compromise we'll get.
 

ILikeToEatBread

Level 4
Thread starter
-1
There are still jellies which help HUGELY when it comes to this stuff.. There is just a limited amount that can be sold every day. I believe the jellies are the best compromise we'll get.
The fact they are limited is incredibly flawed. I've never even had the chance to get one, but is there anything in place to stop players from buying all of them up? Additionally, that doesn't address the fact that grinding attributes is boring and tedious, isn't rewarding at all, and provides an unfair disadvantage to players who would rather roleplay on the roleplay server than grind.
 

printsess300

Level 24
The fact they are limited is incredibly flawed. I've never even had the chance to get one, but is there anything in place to stop players from buying all of them up? Additionally, that doesn't address the fact that grinding attributes is boring and tedious, isn't rewarding at all, and provides an unfair disadvantage to players who would rather roleplay on the roleplay server than grind.
What if they made it so each player has a limited quantity they can buy per day, basically each player has their own supply of energy jellies they can buy from the vending machine per day. That way every player can buy energy jellies.
 

Vechozzz

Level 19
Vechozzz
Vechozzz
Omega+
What if they made it so each player has a limited quantity they can buy per day, basically each player has their own supply of energy jellies they can buy from the vending machine per day. That way every player can buy energy jellies.
Yes, yesyesyesyesyes YES!
 

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