The new glitch
May. 10th, 2012 04:31 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Gooood morning flist and dwircle! I am feeling incredibly happy in a fluttery way about two different things but they're both kind of new and delicate so I shall just squee cryptically bwahaha and talk about Glitch instead.
There have been a bunch of updates recently, and it is currently down (or I would be playing :)) presumably for EVEN MORE.
One thing which may be interesting even to non-players is that experience points have been replaced with "imagination". In some ways this is just a rename, but as well as your total earned imagination controlling what level you're at you can also spend imagination on various things: upgrading your house (currently free while they test it) and upgrade cards that do things like increase your energy capacity or give extra imagination for certain tasks. There's also way more opportunities to get random bursts of imagination from coins while exploring the world.
Since I was at a high level and not all imagination spending opportunities are live I have literally a million points, slowly gaining more as I spend and receive a few thousand points a day. So far it's fun but I'm not sure how I'll feel once I start having to budget in earnest. (I use glitch to get my money hoarding tendencies out of my system)
The other major change has been the new houses: it used to be you paid money for a house which had set features and a geographical location in the world. There were limited customisation options, and for example you could only grow crops OR herbs, not both, which caused some housing and economic drama when herbs went from largely useless to very useful indeed. It used to be that I would generally start my "day" in my house, harvest all my trees, feed my pigs, and collect from the meat/milk harvesters (pigs actually enjoy having meat harvested from them, lol). Then I would go out into the area near my house and either walk wherever I wanted to go or spend a bunch of points teleporting, reversing the process to end up back home by the end of the day.
The new houses are in a separate self contained world that only connects to other houses via a street sign linking to whichever 5 other players you choose. You can go back to your house for no cost from anywhere in the main Glitch world, and then go back where you started from when you're done. So now I start my day wherever in the world I ended up at the end of the last day, pop into my house to feed my pigs etc, then get back to what I was doing. This allows me to wander about much more freely. I was getting very sick of the area around my old house so I love this aspect.
The other main difference is that the everyone gets a new house for free, but you have to pay to add any features. Stuff that actually affects gameplay (trees, rocks to mine, garden beds etc for the garden, as well as cupboards etc for your house) costs imagination. Stuff which is purely decorative costs actual real world money. Right now it's all free while they test it out, and the decorative stuff is super pretty, they are so going to be getting actual money from me. (The first taste is free...) One thing I can see getting annoying is that many of the garden features wear out over time and have to be maintained, the cost right now is very low but will apparently rise. This make me dubious about whether I'll bother upgrading my garden much when I could access the same features in the main world without having to maintain them, even if it involves a bit of walking about.
One thing I love about glitch is the community spirit. Not long after the new houses were introduced people started organising to create paths through the streetsigns that either passed through as many different houses as possible or had particular features (all spice trees, say) I will be curious to see what culture develops once things settle down, apparently there will be group halls for the various groups which will link to houses too.
I'm also curious to see what it will be like once we can start actually using the recently introduced fibre art and metal skills to create new parts of our houses instead of buying them. The developers have said the aim is to get away from players buying and selling things with npc vendors and instead get us to buy and sell things between ourselves. This may have some drastic effects on the economy, there are many items which players don't care about so much but which the npcs will pay good money for. We will see!
I don't enjoy the new fox brushing skill, it require actual speed. I will probably buy most of my fibres from other players, assuming it's not too expensive.
HMMM....that's all I can think of.
There have been a bunch of updates recently, and it is currently down (or I would be playing :)) presumably for EVEN MORE.
One thing which may be interesting even to non-players is that experience points have been replaced with "imagination". In some ways this is just a rename, but as well as your total earned imagination controlling what level you're at you can also spend imagination on various things: upgrading your house (currently free while they test it) and upgrade cards that do things like increase your energy capacity or give extra imagination for certain tasks. There's also way more opportunities to get random bursts of imagination from coins while exploring the world.
Since I was at a high level and not all imagination spending opportunities are live I have literally a million points, slowly gaining more as I spend and receive a few thousand points a day. So far it's fun but I'm not sure how I'll feel once I start having to budget in earnest. (I use glitch to get my money hoarding tendencies out of my system)
The other major change has been the new houses: it used to be you paid money for a house which had set features and a geographical location in the world. There were limited customisation options, and for example you could only grow crops OR herbs, not both, which caused some housing and economic drama when herbs went from largely useless to very useful indeed. It used to be that I would generally start my "day" in my house, harvest all my trees, feed my pigs, and collect from the meat/milk harvesters (pigs actually enjoy having meat harvested from them, lol). Then I would go out into the area near my house and either walk wherever I wanted to go or spend a bunch of points teleporting, reversing the process to end up back home by the end of the day.
The new houses are in a separate self contained world that only connects to other houses via a street sign linking to whichever 5 other players you choose. You can go back to your house for no cost from anywhere in the main Glitch world, and then go back where you started from when you're done. So now I start my day wherever in the world I ended up at the end of the last day, pop into my house to feed my pigs etc, then get back to what I was doing. This allows me to wander about much more freely. I was getting very sick of the area around my old house so I love this aspect.
The other main difference is that the everyone gets a new house for free, but you have to pay to add any features. Stuff that actually affects gameplay (trees, rocks to mine, garden beds etc for the garden, as well as cupboards etc for your house) costs imagination. Stuff which is purely decorative costs actual real world money. Right now it's all free while they test it out, and the decorative stuff is super pretty, they are so going to be getting actual money from me. (The first taste is free...) One thing I can see getting annoying is that many of the garden features wear out over time and have to be maintained, the cost right now is very low but will apparently rise. This make me dubious about whether I'll bother upgrading my garden much when I could access the same features in the main world without having to maintain them, even if it involves a bit of walking about.
One thing I love about glitch is the community spirit. Not long after the new houses were introduced people started organising to create paths through the streetsigns that either passed through as many different houses as possible or had particular features (all spice trees, say) I will be curious to see what culture develops once things settle down, apparently there will be group halls for the various groups which will link to houses too.
I'm also curious to see what it will be like once we can start actually using the recently introduced fibre art and metal skills to create new parts of our houses instead of buying them. The developers have said the aim is to get away from players buying and selling things with npc vendors and instead get us to buy and sell things between ourselves. This may have some drastic effects on the economy, there are many items which players don't care about so much but which the npcs will pay good money for. We will see!
I don't enjoy the new fox brushing skill, it require actual speed. I will probably buy most of my fibres from other players, assuming it's not too expensive.
HMMM....that's all I can think of.