Thursday, 31 May 2012

Slower Mood Loss

I've updated my energy buying posts to reflect the fact that mood loss is slower with upgrades now.  It actually ends up making a really big different (especially coupled with larger stack sizes for transmuting).  Now I would say you are largely safe upgrading your energy to 4000-5000.  Exactly where the benefit drops off will depend on how you play.

Monday, 14 May 2012

Butterfly Milkers

First of all, Diablo 3 comes out tomorrow so I don't expect to be playing much Glitch for at least a few days, maybe even a few weeks.  As a result I probably won't have a lot to blog about, though I think I'll have to post something about the incredible cost of restoring objects in your street/house in the near future.

Until I get to that, though, here are some interesting things about butterfly milkers which probably apply to meat collectors as well.

Wednesday, 9 May 2012

Should you buy energy?

It turns out whether to buy maximum energy upgrades is a very complicated question.  I'd like to quickly go over some of the calculations that we can use to determine the value of maximum energy upgrades, and then talk about how to compare that to what we have to spend to get them.

Tuesday, 8 May 2012

The Final Four

On to the fourth post on factors that affect maximum energy.  When I wrote the first post I expected to say that these factors wouldn't have much of an impact, but since then I've had some in game experience that has shown at least one of them to be potentially a big deal.

Monday, 7 May 2012

Energy and Mood, Together at Last, Again

Update: New upgrades will reduce your mood loss by one third, meaning 0.75% loss per minute instead of 1.5%.  I've redone the numbers using the 0.75% figure because if you are worrying about how much energy to buy you probably have a lot of upgrades and ultimately we'll get there.  I realize that a lot of people are having trouble finding the third card because it's super rare, though.

Also now updated for changes to Rookswort.

When you increase your maximum energy you also increase your maximum mood.  I already wrote about maximum mood and how it was strictly a negative thing.  As it turns out, your maximum mood is still tied to your maximum energy, so mood can be thought of as a penalty you have to suffer through in order to get more energy.

Friday, 4 May 2012

Full Energy Refills

The previous part talked about the four most basic factors in determining the value of energy: full refills each day, decay over time, teleport costs, and wanting to have a large enough pool to achieve certain conveniences.

Today we move onto items 5 though 7 on my list, the three other ways of getting full energy refills.  As a reminder, they are
  1. No-no crashes
  2. Get out of hell free cards
  3. Refills from buying energy tank upgrades
  4. Making crabs happy
All of these things can restore you to maximum energy, so lets talk about how they do it.  After I'll compare the effects of these energy refills with the base energy values I used as examples in the previous post.

Thursday, 3 May 2012

Maximum Energy Basics

Are energy tank increases right for you?  It turns out this is not necessarily and easy question to answer, but it's getting easier.  I'm going to write a series of posts here explaining what you need to know to make an informed decision about increasing your energy tank.  There are still a minority of glitchen for whom increasing energy tank is detrimental rather than advantageous, but for the most part energy upgrades are a good thing.  Still, there's lots of math to do to identify how good they are and to identify that limited segment of the population who they are bad for.