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Breeding Limits Discussion

Posted by Admin-Mat on 2 Nov 2016, 6:08 pm


It's no mystery from looking at the Giving Tree and the User Shops that many common and uncommon animals have lost their value due to overbreeding. In animal husbandry, players should still be able to sell their common animals and make money from their breeding. It appears that exponential growth of animals, overbreeding, and unlimited breeding charges have devastated the value of animals, and will continue to do so as more players join animal husbandry and continue breeding.

So, the question is, how do we curb overbreeding to reduce the amount of animals entering the economy? There are a couple of good suggestions that have popped up over the last weeks and months which can be boiled down into the following:

1) Using the breeding charges. Some may have already noticed that the contest prize animals have breeding charges. This feature is built into all animals, and limited breeding charges ensure that animals cycle out of the economy and do not continue to produce more animals indefinitely. Common animals should have low breeding charges (say, 2-5) so they cycle out fast, while rarer animals should have more (upwards of 100 for Super Rare animals) so they can be used for a long time, as they took a while to be earned.

2) Stable Limits. It's been suggested that stable limits would help with the economy as players would no longer be able to farm animals of every type, and instead would be encouraged to focus on their favorite animals. This encourages trading as players focusing on one type of animal would trade with another player focusing on another, as both players cannot focus on all animals. Disrupting the massive breeding farms ensures that there isn't a large amount of commons being born and devaluing animals as well. One common suggestion has been limiting each villager to 50 Stables.

3) Account-wide breeding limits. Another suggestion has been simply to limit the amount of breedings a single account can perform per day. One common number has been 50-100 breedings per day. Similar to stable limits, this helps disrupt large breeding farms and limits the amount of animals entering the economy, while also encouraging players to focus on their favorite animals.

Our opinion is that some combination of #1 #2 and #3 would help the value of animals immensely. What would you change to ensure that common/uncommon animals retain their value?

Another idea: revamp the Breeding Potion to be required to breed a pair of animals. This would give Alchemy a good new kick in value. The Breeding Potion could use some adjustments like making the ingredient list simpler, but it would add a dimension of complexity to breeding and connect Animal Husbandry to Alchemy.

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    • If you make Breeding Potions required to breed animals (which I don't think is a good idea), then it has to be available in all villages, and the time to craft and materials needed should be reduced significantly. It's already a very expensive potion to buy when you're not in QP, and this would only make the price skyrocket -- I'm not sure people would even be able to keep up with the demand for them.

    • I'm definitely with a lot of other users here, I'm in favor or #3. Less chaotic and a lot more reasonable in my honest opinion.

    • #1 seems like the best economical factor, but I'm super against the idea of Breeding Potions inflating 10x what they are now, so the 4th idea shouldn't exist at all, in my personal opinion. (and this is just my own personal opinion! please be gentle ;w;)

    • I would say Stable Limits would be the best honestly.

      The issue with breeding charges is that it will then just lead to the market being filled with pets without charges and while the market may be a mess now, at least the pets could still have a use to people (especially to new people starting up) versus the market filled with pets that can't do anything.

      But part of the issue is when people are breeding several hundred to several thousand pets at a time. Most people do not have that much.

      I feel like account-wide limits are bad as they lessen the community factor a lot (as do the charges). I love helping people out by studding, but I won't be able to anymore until I'm done with all my own pet goals if that gets put into place.

    • I actually want to breed all animals,, so I'm not a big fan of half of 2. and i don't like 1 at all.
      Also again, on number 3 i want to breed all the animals, i truly don't have favorites, and that would effectively ruin my entire reason to play with AH, Or force me to give up on all animals besides super rares.

    • ill be fine with 2 or 3 but not a fan of 1
      also please no for the breeding potions..then nothing would get done at all, yikes.

    • Either breeding charges enacted to keep old animals cycling out of stables, or durability loss to stables for each breeding, would be my thought. Five charges seems too few for common/common animals, but after the breeding economy adjusts for it, it may be quite reasonable. That's 20 days of use for a common female, and chances are a common male will have a successor ready to go after five breedings.
      I would however suggest preventing exhausted animals from being donated to the giving tree. There's enough 'junk' animals there already, they would effectively just be replaced with exhausted breeders. Make players sell them via their shops, trade them, or sellback to the system to get rid of them.

    • i think 2 and 3 are good ideas, but not 1

    • Regarding the breeding potion addition, PLEASE DON'T!! They are already very expensive, take a lot of materials to craft, and give QP a bit of an upper hand in breeding animals and that would make it so much worse. Breeding potions are a super rare item so there should be no reason to require them every time you breed a pair of animals. It would make AH nearly impossible.

    • As for the breeding potion, if this is done, it would seem like a good idea to make it something able to be crafted by all villages rather than just one? Simply a thought. Though I understand that would make your ingredient list harder to craft, as not all villages have access to the same plants. Hmm...