I’m pasting both coderdan’s words from the Discord chat as well as my thoughts so they’re better recorded
coderdan:
Why did we make it suboptimal to upgrade all the way to Lvl 9? It comes down to a few factors:
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Opportunity cost
If you only upgrade to Lvl 4-5, yes you are getting the “optimal” yield, but you’re not getting it very fast, compared to a Lvl 9. In farming, time is everything. We all hope these tokens will do well and not get farmed to 0, and we’ll be doing our best to have a wide variety of fun and useful sinks to offset, but in the end it’s still farming. People are gonna dump. So there’s still an advantage to getting to Lvl 9 faster than others, as you can clean your parcel out faster. -
GLTR
From the conversations above, it seems like maximizing your APR is the goal. But what if your goal is to maximize GLTR? You’ll want to build a large position of Alchemica to LP with, and to do that you’ll need to compete against others doing the same. Thus, you’ll need to move faster. That is how the higher level installations make sense. -
Strategy
A good game has multiple winning strategies, and we felt that “get to lvl 9 as fast as possible” was a bit too simplistic. There definitely is a rewarding strategy for power-building to Lvl 9, but it may not be for everyone.
That’s a general summary of our thoughts on the issue. We did consider many “taxes” on various aspects of gameplay (such as harvesters breaking down over time and needing to be repaired), or an installation that would let you expand how many harvesters you could build, but those seemed unnecessary and would probably lead to Spacious owners protesting, so we chose not to include them.
Happy to entertain more thoughts from our smartest minds though!
me:
Thank you for sharing the thought behind the logic that went into the decisions made.
I agree with you that there ought to be more than one way to “win” the farming game. However, with the current build, there is no win for a lvl 9 installation, especially for humble parcels.
There simply isn’t enough alchemica in the land to warrant anything above level 5 at the absolute maximum.
For instance, a level 6 FUD harvester at today’s rates costs 284 GHST.
The total amount of FUD in a humble across all acts is 28,473.
If you look at the cost of the parcel (100 floor) + the cost of just one lvl six harvester and a lvl 1 reservoir (horribly inefficient setup, btw) nets you a profit of just 3.65 GHST.
To me this is a bit sad for players with smaller bags as their land will never reach a pinnacle. The math clearly shows it is advantageous to build out as many low level harvesters as possible. Even with regards to the rate of extraction, there reaches a tipping point where a large qty of mid lvl harvesters outpaces in rate + cost that of a smaller qty of max lvl harvesters.
I think a good game gives players something to aspire towards. If the “end game” of the farming installations is actually far worse in terms of returns then I find that incredibly discouraging. Not to mention we’ll never get to see all the hard work that went into the artwork for higher tier installations!!
The low lvl spam building strategy also promotes a Matrix movie-like setup where the whole realm is nothing but rows and rows of harvesters as to use the space for anything else impedes our ability to earn.
A few ideas that have been suggested that make sense to me:
Cap the qty of harvesters allowed on each land. Something like 8, 32, and 64 for each size.
Make the higher levels scale better. Even if we keep diminishing returns, the severity of the scale might be better tweaked.
Increase the length of build time for each upgrade. This prevents faster inflation while also promoting GLTR & the currently underwhelming Maaker.