#Moonlight Island - Island(er) Skills and their low, unfun values

13 messages · Page 1 of 1 (latest)

jagged root
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The island is already very high-cost and very time-consuming to deal with, and those low bonuses given by skills don't exactly inspire any good feelings about working on the island other than hopefully making it look pretty someday. So I suggest a number of improvements to those skills and their requirements/arrangements in order to make them look more relevant and hopefully make the island a bit more fun - because a game is supposed to be fun, and not a chore!

There are many other changes (like reducing xcessive Production Cost, fixing lack of proper Islander interactivity, more functional Props, etc.) I'd suggest, but I'll just start with changes to skills, because those shouldn't be too hard.

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Base Island Stat Changes

  • Gain 1 additional Island Skill Point every 5 Levels
  • Increase Satisfaction cap from 200 to 400
  • Change Island and Islander EXP gain from Satisfaction
    • 0~50 Satisfaction: EXP +0%
    • 51~100 Satisfaction: EXP +5%
    • 101~170 Satisfaction: EXP +10%
    • 170~250 Satisfaction: EXP +15%
    • 251+ Satisfaction: EXP +20%
  • Change Natural Endurance Recovery from Satisfaction
    • 0~50 Satisfaction: Natural Endurance Recovery -5%
    • 50~100 Satisfaction: Natural Endurance Recovery +0%
    • 101~170 Satisfaction: Natural Endurance Recovery +5%
    • 170~250 Satisfaction: Natural Endurance Recovery +10%
    • 251+ Satisfaction: Natural Endurance Recovery +15%
  • Add Production Capacity Recovery bonus at high Satisfaction
    • 200+ Satisfaction: +1 Natural Production Capacity Recovery per Erinn Day
  • Increase base Storage limit from 100 to 200
  • Increase Endurance Recovery Potion effect from 10 to 30
  • Increase Satisfaction Recovery Potion effect from 10 to 20
    Potions buffed to maintain relevance after Skill changes.

Smithing

Unlock Special Recipes Level 1/2/3

  • These can stay the way they are.

Faster Normal Production: Smithing

  • Change to Faster Production: Smithing, which applies to both normal and special production
  • Change gain per level from 1% to 3%
  • Required Skill Points: 1
  • Max Level: 5

Faster Special Production: Smithing

  • Replace with Lower Production Rank Required: Smithing (Removed from Production tab)
    • 1 Islander Skill Level required for Smithing per Level
  • Required Skill Points: 1
  • Max Level: 3

More Production Equipment: Smithing

  • Replace with Craft Completion: Smithing (Removed from Production tab)
  • Allows Islanders to finish crafting of Smithing items
  • Required Skill Points: 3
  • Max Level: 1
    This allows better specializing in Smithing without having to pay for Tailoring Skills too.

Tailoring

Unlock Special Recipes Level 1/2/3

  • These can stay the way they are.

Faster Normal Production: Tailoring

  • Change to Faster Production: Tailoring, which applies to both normal and special production
  • Change gain per level from 1% to 3%
  • Required Skill Points: 1
  • Max Level: 5

Faster Special Production: Tailoring

  • Replace with Lower Production Rank Required: Tailoring (Removed from Production tab)
    • 1 Islander Skill Level required for Tailoring per Level
  • Required Skill Points: 1
  • Max Level: 3

More Production Equipment: Tailoring

  • Replace with Craft Completion: Tailoring (Removed from Production tab)
  • Allows Islanders to finish crafting of Tailoring items
  • Required Skill Points: 3
  • Max Level: 1
    This allows better specializing in Tailoring without having to pay for Smithing Skills too.

Carpentry

Unlock Special Recipes Level 1/2/3

  • These can stay the way they are.

Faster Normal Production: Carpentry

  • Change to Faster Production: Carpentry, which applies to both normal and special production
  • Change gain per level from 1% to 3%
  • Required Skill Points: 1
  • Max Level: 5

Faster Special Production: Carpentry

  • Replace with Lower Production Rank Required: Carpentry (Removed from Production tab)
    • 1 Islander Skill Level required for Tailoring per Level
  • Required Skill Points: 1
  • Max Level: 3

More Production Equipment: Carpentry

  • Replace with Lower Production Cost: Carpentry
  • Reduces Wood-related cost of Carpentry items by 1 (but no lower than 3 for an item)
  • Required Skill Points: 3
  • Max Level: 1
    This results in the material cost being closer to that of Milletian crafts (for stuff like firewood), while making it slightly cheaper for certain other items (Bows, etc.) - which is still okay since Islanders do not have Production Quality or the ability to sign items.
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Medicine

Unlock Special Recipes Level 1/2/3

  • These can stay the way they are.

Faster Normal Production: Medicine

  • Change to Faster Production: Medicine, which applies to both normal and special production
  • Change gain per level from 1% to 3%
  • Required Skill Points: 1
  • Max Level: 5

Faster Special Production: Medicine

  • Replace with Lower Production Rank Required: Medicine (Removed from Production tab)
    • 1 Islander Skill Level required for Tailoring per Level
  • Required Skill Points: 1
  • Max Level: 3

More Production Equipment: Medicine

  • Replace with Lower Production Cost: Medicine
  • Removes the need of Base Herbs and Base Potions from all recipes
  • Required Skill Points: 3
  • Max Level: 1
    Islanders became more resourceful and have learned to procure their own Base Herbs and Base Potions. This makes these recipes slightly cheaper for Islanders - which should still be okay because Milletians can produce greater quantities for even less anyway.

Cooking

Unlock Special Recipes Level 1/2/3

  • These can stay the way they are.

Faster Normal Production: Cooking

  • Change to Faster Production: Cooking, which applies to both normal and special production
  • Change gain per level from 1% to 3%
  • Required Skill Points: 1
  • Max Level: 5

Faster Special Production: Cooking

  • Replace with Lower Production Rank Required: Cooking (Removed from Production tab)
    • 1 Islander Skill Level required for Tailoring per Level
  • Required Skill Points: 1
  • Max Level: 3

More Production Equipment: Cooking

  • Replace with Quality Increase: Cooking
  • Increases Quality of dishes cooked by Islanders to 4 stars
  • Required Skill Points: 3
  • Max Level: 1
    This will help with the management of Islander Satisfaction as quite a lot of it is needed to take items out of Storage.

Production

Bulk Production

  • Remove Storage Expansion Requirement
  • Change gains to +10 per level
  • Required Skill Points: 1
  • Max Level: 3

Plot Reservation

  • Change it so that increases both the allowed Plots and the allowed amount of duplicate Plots
  • Required Skill Points: 1
  • Max Level: 5
    This is to make up for removing this skill from individual specializations - Players will eventually still be limited by the total Plot limit either way.

Resource Management

  • Remove "Able to Help More Times" requirement

Help Effect: Production Time

  • No change
    This is actually one of the only skills where the changes are actually impactful/generous enough to notice.

Lower Production Rank Required

  • Removed, moved into craft-specific tabs

Able to Help More Times

  • No change

Storage Expansion

  • Increase gains per Level
    • Level 1: +35
    • Level 2: +65
    • Level 3: +100
  • Required Skill Points: 1
  • Max Level: 3

Craft Completion

  • Removed, moved into craft-specific tabs

Outsourcing (NEW)

  • Increases natural Production Capacity regeneration
  • +1 Production Capacity per Erinn Day, per Level
  • Required Skill Points: 2
  • Max Level: 3
    This idea and the idea for regeneration bonus from Satisfaction came after reading #1275050163907461162 message .
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Satisfaction

Easier Storage Use

  • No change

Delicious Meal: Island

  • No change

Help Effect: Satisfaction

  • Remove "Able to Help More Times" requirement

See Off

  • No Change

Islander

More Placeable Islanders

  • No change
    Unable to judge the value of this as we currently only have 13 possible Islanders available, while the limit with Skills and Levels included is 20.

More Hireable Islanders

  • No change
    Unable to judge the value of this as we currently only have 13 possible Islanders available, while the limit with Skills and Levels included is 20.

Endurance Boost: Island

  • Changed to flat values per level
    • Level 1: +1% (total) -> +5 (total)
    • Level 1: +2% (total) -> +10 (total)
    • Level 1: +3% (total) -> +15 (total)
      An increase of 1% is barely noticeable, this Skill feels like a waste of points otherwise.

Natural Recovery Boost: Island

  • Values increased, stacks with aformentioned Satisfaction Bonus
    • Level 1: +1% (total) -> +5% (total)
    • Level 1: +2% (total) -> +10% (total)
    • Level 1: +3% (total) -> +15% (total)
      An increase of 1% is barely noticeable, this Skill feels like a waste of points otherwise.

Decreased Endurance Loss: Island

  • Values increased
    • Level 1: -1% (total) -> -5% (total)
    • Level 1: -2% (total) -> -10% (total)
    • Level 1: -3% (total) -> -15% (total)
      An increase of 1% is barely noticeable, this Skill feels like a waste of points otherwise.

Healthy Meal: Island

  • No change

Exclusive Islander Skills

Strength, Intelligence, Dexterity, Will, and Luck Boost

  • Change in values per Level, and from flat amount to %
    • Level 1: +5 -> +10%
    • Level 2: +10 -> +20%
    • Level 3: +15 -> +30%
      Changing these values to percentages allows them to maintain relevance regardless of Islander base Stats. They would be marginally weaker at first, but significantly stronger than before once they've gained a few levels. The amount of a single stat required to make a difference is quite high, this helps with that.

EXP Boost: Islander

  • Values increased
    • Level 1: +2% -> +5%
    • Level 1: +4% -> +10%
    • Level 1: +6% -> +15%

Natural Recovery Boost: Islander and Endurance Consumption Decrease: Islander

  • Values increased
    • Level 1: +1% -> +3%
    • Level 1: +2% -> +6%
    • Level 1: +3% -> +10%
      As stated earlier, low percentages are barely noticeable. Though we also don't want to overbuff these because they stack with other improved skills.

Healthy Meal: Islander and Delicious Meal: Islander

  • No change
thick thicket
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This is well thought out and I like the comprehensive list of all the proposed changes. I agree that a lot of the skills feel basically worthless because 1/2/3% modifiers to already low base numbers in many areas mean that any bonus those skills provide are basically unnoticeable and meaningless.

If I were to suggest one thing however. If the satisfaction cap and it's effect were to be raised, I think a slight satisfaction decay should be added. I feel like for a bonus that high there should be a little bit of upkeep to keep it high. Otherwise, the only source of satisfaction loss is sending off Islanders or taking things out of storage, both of which can be heavily mitigated through skills and smart resource management.

jagged root
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My main reason for buffing satisfaction and its cap was because most people's storage looks like.... well, this!
(and once you have 13+ islanders working all day, it'll just keep filling up very fast)

thick thicket
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Faster than you can turn into bows or other end-products? This is of course simply my opinion, but I believe that Moonlight island is designed in a way to encourage people to fully utilize the resources crafted with it and why some of the material costs are unreasonably high. End-products like bows, clothes, and weapons are resource sinks to consume all the resources you invariably make trying to level up the island and minimize the amount of satisfaction lost per material invested in the island.

I personally like the resource management the way it is like this(it reminds me of factory games, which I LOVE), but I realize it's not for everyone.

jagged root
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A bit of a Satisfaction decay wouldn't hurt, though it'd need to have a slight delay or only kick in after a certain amount, wouldn't want to punish people who only have like 1-2 hours a day of free time for Mabi bcaGuiltySweat

thick thicket
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That's understandable. I didn't have any specific values in mind, but really nothing that couldn't be solved with a little bit of food.

Heck, maybe make it a bit more involved and make the satisfaction decay a part of increased regeneration for production capacity? That way it represents the islanders actively working on restoring production capacity in the background, but stops whenever production capacity maxes out or reaches some kind of neutral value.(50%?) so it's more something theoretically aimed at people that use their island a lot?

thick thicket
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But I definitely think your proposed changes are good for gearing the island towards more casual usage(especially as what I essentially refer to as homesteads 2.0) and less of a time/resource sink meant for hardcore lifeskill people.

pure python
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I was farming the crap out of wheat to get Hay Bales. It is too hard to get Hay Bales. before you do, you have like 20 wheat stacks.
Also Castle Stones are HUGE!
Also Journals are also eating away inventory.
Mabinogi has already many Inventory eating items.

golden pilot
pulsar depot
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Another change that I'd like, and was surprised when it didn't work like this

If I set multiple people to a task it should pool their endurance. At lower levels on the island it's annoying having islanders with sub 50 endurance because you have to micro manage them so often. And on the other hand, it makes those same low endurance islanders feel really useless compared to the ones with over 100. It makes training them up more tedious too. Why can you set bulk building materials like iron plates, but then it takes huge endurance, requires multiple islanders so with most combos you can make like 3-5 at a time.

I also think the exp rewarded needs to be rebalanced as a whole because some crafted items are very disproportionate in endurance consumed vs exp gained, and at no point did making anything other than average wood and cheap leather straps feel like a good idea.