Posted at 2013-05-30 02:10:02 — Link
Right now the pound is overflowing with "junk pets" with poor genes and bad stats. A few people are calling for a purge of the pound, but this will not fix the roots of the problem. We'll have the same issue all over again soon because the causes of the problem are still there!
What are the root causes of the problem?
Problem Root 1: Abandoning always gives you silver
When you can breed and abandon junk pets for easy silver, guess what people are going to abandon? Tons of junk pets bred for the money. This can be easily fixed by making the pound pay out less money when there are more pets inside. If the pet numbers grow too high, the pound stops paying entirely until the numbers become more reasonable.
This can be handled by a little bit of code that runs on server reset, or staff can adjust things manually once a day as pound numbers rise and fall. A little note of "we are not giving bounties for pets right now" could show on the pound page to let people know that abandoning pets for money isn't worth it. That could be optional, though!
Problem Root #2: The reserve sucks!
The reserve is like a poor version of the pound. It takes your pets, gives nothing, and costs a lot to build. You can't blame people for using the pound instead!
The reserve needs to either cost a lot less and do a lot more to make using it attractive. Cutting the silver requirements would be a good start. Researching and basic survival on this game is expensive enough without having to decide whether building a reseve is worth it.
Making the reserve improve wild pet catches made in the in-game week after pets are released would be a huge encouragement to use the reserve. Think of it as "improving the wild blood stock through released pets". Every pet released during an in-game week could improve your chances of finding nice stat pets by 5% (maximum of 50% bonus).
This would give players a real reason to use the reserve while being expensive enough and limited enough to not upset the game. After all, it only lasts a week in-game, has a maximum improvement of 50% better chances, and that 50% better chaces would involve getting rid of 10 pets at once. Still, better chances at wild pets is sure to tempt people into using the reserve!
Problem Root 3: Portal Service is insanely expensive
I can understand why the portal service has a limtied number of pets it can take each day. Yes, it's a powerful effect. However, not everyone uses the islands enough to make the very high expense of the Portal Service worth it.
Requiring a Telescope, hourglass and compass to build is fine, but the rest of the costs are too expensive and could be easily cut in half to make building a portal service more attractive to non-hardcore explorers. If more people had a portal service, more people might be inclined to use it!
Edit: Also, it should be mentioned in the FAQ that getting multiple copies of a building plan lowers the costs to build. That would be nice fo newbies to know! :)
Problem Root #4: If you get junk from the pound you're stuck with it for a week
I've heard people express frutration at finding junk pets in the pound then being "stuck" with them for a week. Now, I fully understand not wanting to let people snag and toss pets over and over, but agree that a week is a long wait when you have limited space.
A solution could be to cut the wait to three days unless the pet is being set free in a reserve. Pound pets aren't used to their surroundings yet, so having them be turned loose in a nice meadow wouldn't bother them much. As a consequince, pound pets should be happy to go from a cage to a nice open reserve right away with no wait!
This would give people another reason to use the reserve and would make life a little easier on new players with smaller stables. People are impatient: being able to set free that junk pet you just found will make many people happy indeed.
In a nutshell: if the alternatives to the pound become more attractive and the pound only rewards people when the pound actually needs pets, people are less likely to abandon junk and junk will clear faster!
With the pound not being always profitable, expect to see an upgrade in the pets seen in the pound as people genuinely trying to help (not just trying for easy cash) abandon pets. With it being less risky to adopt a pet, people will adopt more pets. Mix the two and there will be less pets to wade through and, hopefully, people will be a little happier overall.
What do you think? Are there any other realistic ways that will solve the problems behind the overfull pound filled with junk pets? :)
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More ideas from other players...
Problem Root #5: Renames are expensive (by Nightingale)
I know other threads have covered this one, but I'll mention it here as well: pets fresh from the pound should get one free rename. In the real world adopted pets rarely keep the same name they had in the pound because as they adult to their new surroundings, they are open to learning new names as well. This would encourage people to try pets they otherwise would have ignored due to something silly like a name.
Problem Root #6: Blind Bag pets + 7 day wait = Not Fun. (by Nightingale)
This is a gentic-based breeding game. Although it's understandable that players shouldn't be "shopping" the pound, it's a little frustrating to get junk pets by the score. One perk for surbscribers only could be the ability to see one or two randomly chosen stats as well as the pet's level in the pound. It won't give everything away, but it might serve as a hint as to what's in store with that pet!
Examples:
Unnamed. Level 1 male dragon. Strength 25, Constitution 40.
Unnamed. Level 1 female roc. Courage 35, Wisdom 36.