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Two Stat Treat Items

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Two Stat Treat Items

#235181 Posted on 2021-02-11 19:04:03

So I was caring for my horses today and noticed that to get stats to start raising the way that I want them, I would need to switch between the two treats that give those stats. 

Currently we have the following treats: 


  • Green Apples = +1-2 INT

  • Bag of Green Apples = +1-2 INT

  • Red Apples = +1-2 STR

  • Bag of Red Apples = +1-2 STR

  • Yellow Apples = +1-2 AGI

  • Bag of Yellow Apples = +1-2 AGI

  • Birthday Cake = +1-3 stats in each 

  • Carrot = +1-2 SPD

  • Carrot Bunch = +1-2 SPD

  • Turnips = +1-2 END

  • Crate of Turnips = +1-2 END

  • Easter Bouguet = +2-5 stats in each

  • Flower Carrot Slices = +1-3 stats in each

  • Hay Cubs = +0-2 stats in each

  • Peppermints = +0-3 stats in each

  • Sugar Cubes = +0-1 stats in each



So the idea I have is that a set of treats are added into the game. These treats would work in the same way as the treats above but instead of just giving one stat type (Example Speed) it would instead give two stat types. Example would be for Racing which requires Speed and Endurance. 

What the treats would be are as follows: 

  • Racing Unknown Name = +2-4 stat points into Speed and Endurance. 

  • Driving Unknown Name = +2-4 stat points into Strength and Endurance. 

  • Western Unknown Name = +2-4 stat points into Speed and Intelligence. 

  • Show Jumping Unknown Name = +2-4 stat points into Speed and Agility. 

  • Dressage Unknown Name = +2-4 stat points into Intelligence and Agility. 

  • Endurance Unknown Name = +2-4 stat points into Intelligence and Endurance. 



The amount of stats will be fully up to the owners of EV. As well as the name of the items. I was thinking this could be sold in the shop or a shop once a month and everyone can only purchase so much of it. Maybe have a base use for them. 

Or this can be given out in another way. As to make it harder to get but still something to work towards. 

Please let me know if you have any questions or want something added here as a side suggestion. 


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#235369 Posted on 2021-02-14 11:52:21

TBH being slightly OCD when it comes to my horses stat distribution I try to keep their specialty stats very close to each other ( I.E. not more than 10 stats different but ideally equally matched - ha!) because I dunno why it just bugs me when my horses are born with massive differences in the 2 relevant areas! Anyhow in my world with this in mind it's bad enough having uneven show won stats and stat boost stats to try and even out never mind another layer of randomness.

I haven't voted either way. I'm just throwing in a possible "thing" (won't call it an issue as it's not that dramatic!!). Mind you I would still probably just feed them 1 treat type to control the spread as I do now. Idk :)


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Fabelhaft [DWBs & Trakes]
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#235373 Posted on 2021-02-14 12:46:14

Thank you Fabelhaft. I do understand where you are coming from. But this came about because I am working with Foundation stock. When I take a look at the stats, if I want to have an even amount in the stats I want, then i would have to change the treats every few days. Thats when I thought, wouldn't it be nice to have a treat that feeds the two stats that i would like? Well thats when this came up.


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#235375 Posted on 2021-02-14 13:23:56

Hm, I'm not sure if this would be beneficial to the game personally. We already have this in the form of our current treats and all this is suggesting is combining them. Adding this would make those other treats obsolete really. I also think we have enough extra stat boosting items currently in the form of hay/sugar cubes, peppermints and left over special event treats. 

If you were to limit it to once a month or day, you would have a player situation (much like credits) where someone may buy all of the stock at base price (the general store price) and relist it for much higher, or hoard themselves. Players who could log on closer the CRON running would have the advantage unless it resets every hour, and if it reset every hour then I'd just see an imbalance of special stat treats vs normal stat treats.

If these new treats give more stats than a regular treat then they would be on the same level as using a cube, making those a bit less useful, and if they had the same stats as the default treats then it would render those treats obsolete also. 

Having completely even stats is a personal playstyle choice, which is already manageable by changing treats or breeding specifically treated horses (i.e stallions treated carrots and mares treated for agility) to create more evenly statted foals. 

I just don't see the benefit of adding this. No support. 


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#235376 Posted on 2021-02-14 13:36:41

I had not yet taken time to write up my thoughts, but I'm much in line with Maple on this.


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Sonoma
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#235377 Posted on 2021-02-14 13:54:38

Thank you both for your thoughts. 

The amount the treats give would be up to Abbey and everyone else who decides things. Though, the limiting factor could be changed to give everyone a chance to get them. Like maybe have a set amount a player can purchase at one time. Then it doesn't reset until later on. Though, that could also pose a problem. Again, this is all up to Abbey and the staff team to decide on. 

Though, not all treats would be affected. Since some players use a different method on treating their horses. Some players prefer to use the Peppermints/Hay Cubes/Sugar Cubes to get as many stats as possible and then convert their horses. 

I am currently using one treat on the stallions and one treat on the mares. But i want to try and get as many stats as possible for my horses. I am not sure if these would benefit the game or not. But it is a suggestion. For now i am going to leave it up and wait to see if there are any suggestions on making this better or why it shouldn't be added to the game.


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#235417 Posted on 2021-02-15 08:36:17

What about changing the layout of 'Preferred Treat'? I was thinking how much easier and nicer it would be to maybe have a small drop down box in that area (much like training) and you can pick what you would like to treat that day. Or possibly having two preferred treats (one for each specialty stat). That way we can alternate treats every other day or have a back up incase a treat is out at that time. 


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#235428 Posted on 2021-02-15 13:32:14

I am lazy and also the single stat treating drives me crazy having to sort them every so often. 
I also don't cube because it may add to nss. 
Support.


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#235888 Posted on 2021-02-21 11:14:02

I love this idea. But I can see how it would make other treats obsolete and possibly turn into a hoarding situation. Maybe a possible work around would be a singular daily use. A player could use it purely for one horse or spread it out so everyone gets equal advantage.


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box
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#236776 Posted on 2021-03-10 15:35:47

I think the suggestion of backup or a second treat assignment could help this problem without having to introduce new items.


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River
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#236783 Posted on 2021-03-10 21:33:56

Kind of seems counter-productive given the recent breeding change for stat calculation. Not that it would be super hugely blown out of proportion on stat gain, it just really seems redundant. You can just cube a horse and net the same benefits and profit from riding schools. Not only is it generally more consistent in terms of net stat gain, but they end up coming out at about the same total stats once you switch them back for breeding.

Choosing the treat or cube is a strategic choice. Making hybrid treats kind of negates that, also they would be, on average, better than cubes. Keep in mind when you hit training levels, the stat gain is like 10-30 stats total for that level not including the time it takes to actually progress through the training levels. It just doesn't really fit in with the trend for stat gains, proportionally speaking. 

Last edited on 2021-03-10 at 21:34:26 by ᵍ ᵒ ᵃ ᵀ☀


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#236784 Posted on 2021-03-10 21:52:36

What i was thinking is that it would be a total of 4 stats given. It can be 2 in one stat and 2 in the other stat or 1 in one stat and 3 in the other stat. But it would increase only those stats.

With the cubing thing, so many players fear using their cubes and training then converting. I have seen several players mention not to do the cubing and then convert or i see clubs that stat cubed horses are not allowed. I am currently doing this with my Foundation Morgan's. They get peppermints daily (was Hay Cubes until i got peppermints) and once they are done training (get to level 5) they will be converted and shown. or converted just before they are bred. 


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#236786 Posted on 2021-03-10 22:18:44

Cubed horses cannot actively show, so they wouldn't meet the point req for most clubs if they had one. Also some people just cube to cube and never switch, resulting in unproductive horses, so that requirement (in my eyes at least) is understandable to filter things out. 

Cubing is still a viable means of training that is less intensive, perhaps you don't have the time to show 50+ horses or maybe you don't want to deal with paying for auto-showing ontop of the other "premium" features, or just don't want to bother (see half of my stable lol).

However with this something akin to this, not only can you reap the benefits of actively showing a horse (which recently got the paygrade overhaul) but also get near the same benefits as cubing on top of that. Stat wise, I don't know what the math would end up being on average. The current check-balance in place for showing is that -only- top 3 get stat gains, and on a good day you can net close to 10-13 stats. *[for a limited window when your horse "can win" in their grade]

That would skew stats pretty heavily after a few generations, which would be hard to correct as measures were already taken currently to curtail the 5k+ stats that already had gotten out of hand.

Last edited on 2021-03-10 at 22:19:41 by ᵍ ᵒ ᵃ ᵀ☀


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