Definitely agree regarding the unique special abilities. I was a little hesitant to support it at first, but I think they will add fun variability to everyone’s gotchi.
I definitely understand the reasoning behind your ideas regarding affinities and/or farming traits; it would be very easy to program in for the devs, and would make the farming interesting, but I really shy away from it because what we’ll see is a whole lot of balancing needing to take place as some gotchis become overpowered and others underpowered in terms of getting money directly quicker than others. This seems similar to the reason they nerfed energy as a speed metric - everyone would simply pump the speed. Same would happen with “alchemica gathering range”. It would be insane not to pump that metric so you could swoop in and get it before anyone else.
The reason this is a problem is because people will have made financial decisions based on farming (i.e. moneymaking) bonuses, affinities, etc, after we’ve already coded them in. Then, once we realize these abilities that they’ve spend xthousand GHST acquiring have been deemed too powerful and we have to change them in the interest of fairness, they will be extremely unhappy.
As you probably know, most games go through a cycle: New characters/power introduced=>powers/characters are OP=>NERFd, but that usually doesn’t really matter because everyone pays the same 40-60bucks for the game. Here, we can assume many people will spend many thousands, and won’t want to suddenly feel rugged due to a 5% re-balancing vote that cuts down on the range of their alchemical gathering radius to be more in line with fair values, meaning the extra 500 GHST they spent over the normal cost has just been lost.
I suppose this could be mitigated by putting out an announcement that the first-wave farming abilities are in ALPHA and market decisions should not be made based on the alchemical gathering bonuses… but the market doesn’t usually listen to sound advice.
This is why I would shy away from “farming specific” abilities.
We’ve seen what happens in places like Axie or Whatever-ball when the game needs to be rebalanced and suddenly everyone drops their toys and goes home. I wouldn’t want an underlying farming mechanic to need to be changed later, and we don’t really have QA testers to make sure what we do put in is balanced. That would have to be done on the fly, which could be dangerous.
I think special abilities and non-farming related powers lend the game to a greater storytelling ethos that can be supported by the P2E game, within.
I want to see ebic battles, gotchis bursting with power and colour, fighting over a big rock of FOMO - not just swooping in and grabbing it faster than anyone else due to an invisible affinity.