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Theory of how Gulliver mechanics work (pre-feature-release)
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This is my theory of how the Gulliver game mechanics work based on bluesun's datamined tables. | |
This is not a guide on the best or optimal way to play, or what to craft/trade in. It's just a game mechanics breakdown. | |
``` | |
SUPER SHORT VERSION HOW 2 GULLIVER: | |
1) Give Gulliver 10 furniture/clothes. In return, he gives you 1 or more TREATS, 6 hours later (repeat this process forever) | |
2) Giving him GOOD SHIT gets you more TREATS... maybe even... THREE treats?! Wow!! /s | |
3) Whether you get NICE TREATS or SHIT TREATS is totally random, the items you give him have no effect on that | |
4) If you give him a lot of the REAL GOOD SHIT in one trip, you can unlock Gulliver villagers, and REAL NICE TREATS | |
5) Give those TREATS to villager friends for instant FRIENDPOINTS, just like your japanese dating sims | |
``` |
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``` | |
.---------------------------------------------------------------------------. | |
| !!! This is an EDUCATED GUESS based on the tables bluesun datamined !!! | | |
| !!! Nobody knows the mechanics for sure until the feature is released !!! | | |
'---------------------------------------------------------------------------' | |
[1] HOW-TO-GULLIVER BASICS | |
============================================== | |
1) You get to pick the direction Gulliver travels. | |
> Each cardinal direction (North/South/East/West) | |
is associated with 3 different themes (Cool, Cute, etc) | |
> I'm not sure which direction (1/2/3/4) is which (N/S/E/W), | |
but here are how the themes are grouped: | |
DIRECTION 1: Cute, Harmonious, & Modern | |
DIRECTION 2: Sporty, Civic, & Rustic | |
DIRECTION 3: Hip, Natural, & Special | |
DIRECTION 4: Cool, Elegant, & Historical | |
2) Give Gulliver 10 items to get GulliverPoints. | |
> The rarer the items, the more GulliverPoints | |
> If the item's theme matches one of the themes of the | |
direction chosen, you get a few extra GulliverPoints | |
3) Gulliver's trip takes 6 hours before he gets back. | |
4) When you talk to him once he's back, you get your reward(s) based on | |
your GulliverPoints total for the trip. After collecting your reward, | |
you can send him back out on a new trip. | |
``` |
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``` | |
.---------------------------------------------------------------------------. | |
| !!! This is an EDUCATED GUESS based on the tables bluesun datamined !!! | | |
| !!! Nobody knows the mechanics for sure until the feature is released !!! | | |
'---------------------------------------------------------------------------' | |
[3] HOW GULLIVERPOINTS ARE CALCULATED | |
============================================== | |
Furniture & Clothes give GulliverPoints based on their "Crafting Difficulty", | |
visible in the catalog. | |
You get more points if the item's theme matches one of the themes in the | |
direction Gulliver travels. | |
Furniture/Clothes Difficulty: ★ ★+ ★★ ★★+ ★★★ | |
1Star 1Star+ 2Star 2Star+ 3Star | |
----------------------------------------------------------------------------- | |
GulliverPoints if theme matches: zero :( +2 +3 +5 +10 | |
GulliverPoints otherwise: zero :( +1 +2 +3 +10 | |
-------------------------------- | |
Datamined difficulty rank ID#: 1 2 3 4 5 | |
----------------------------------------------------------------------------- | |
IMPORTANT NOTE: | |
in-game in the catalog, ★+ items show up same as ★, and ★★+ show up as ★★. | |
You will need to consult guides/wiki/spreadsheets/datamined stuff to know the | |
true Difficulty of 1 & 2 star items. | |
``` |
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``` | |
.---------------------------------------------------------------------------. | |
| !!! This is an EDUCATED GUESS based on the tables bluesun datamined !!! | | |
| !!! Nobody knows the mechanics for sure until the feature is released !!! | | |
'---------------------------------------------------------------------------' | |
[2] POSSIBLE REWARDS FROM GULLIVER | |
============================================== | |
TREATS | |
-------------------- | |
These can be given to villagers to gain instant Friendship Points. | |
1) Themed Treats | |
> The theme is random from the 3 associated with the direction travelled | |
(but only themes that have existing villagers can be picked for treats) | |
> You get more Friendship Points if the receiving villager's | |
theme and the Treat themes match. | |
> The rarity is random (plain, tasty, or gourmet) Higher rarity treats | |
are bigger, give more Friendship Points, and have a higher sell value. | |
Rarity: plain tasty gourmet | |
--------------------------------------------------------- | |
Friendship Points (No Match) +1 +4 +10 | |
Friendship Points (Themes Match!) +2 +8 +15 | |
Sell Value (Bells) 50 100 150 | |
------------------- | |
Datamined rarity ID # 0 1 2 | |
--------------------------------------------------------- | |
2) Treats Tin | |
> These treats give more Friendship Points than Themed Treats. | |
> Think of them as "generic higher quality treats" | |
Rarity: bronze silver gold | |
--------------------------------------------------------- | |
Friendship Points +2 +10 +15 | |
Sell Value (Bells) 50 100 150 | |
------------------- | |
Datamined rarity ID # 0 1 2 | |
--------------------------------------------------------- | |
VILLAGERS | |
-------------------- | |
You can also unlock new Villagers if you get a high GulliverPoints score. | |
More details further down. | |
The starting set of Gulliver-unlockable villagers are: | |
1) O'Hare | |
2) Plucky | |
3) Rowan | |
```` |
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``` | |
.---------------------------------------------------------------------------. | |
| !!! This is an EDUCATED GUESS based on the tables bluesun datamined !!! | | |
| !!! Nobody knows the mechanics for sure until the feature is released !!! | | |
'---------------------------------------------------------------------------' | |
[4] HOW GULLIVERPOINTS ARE SCORED FOR REWARDS | |
============================================== | |
1) For every 15 points in a single trip, you get one random Themed Treat. | |
> 15-29 = 1 treat, 30- | |
> The theme is random from the 3 associated with the direction travelled | |
> The rarity is random based on these odds: | |
Rarity % Chance | |
------------------ | |
0 plain 60% | |
1 tasty 30% | |
2 gourmet 10% | |
2) If you pass 50 points in a single trip, you trigger an Extra Reward. | |
> It's unclear if you trigger a second Extra Reward for hitting 100. | |
> Villagers: | |
If you get an Extra Reward and there are still Gulliver Villagers | |
that you haven't unlocked, you unlock one of them at random. | |
That villager is (probably) permanently unlocked for you, and added | |
to your contacts in your phone. They (...probably?) also begin to | |
show up in normal rotations. | |
> Treats Tin: | |
The standard Extra Reward is a random Treats Tin. | |
You (possibly...?) still get a Treats Tin when you unlock villagers. | |
(though maybe only if you hit 100 points in one trip, It's unclear) | |
The EXTRA Treats Tin rarity is based on these odds: | |
Rarity % Chance | |
------------------ | |
0 bronze 14.3% | |
1 silver 50% | |
2 gold 35.7% | |
3) If you get less than 15 points, you get a default prize of 1 Treats Tin. | |
> It's not clear if you only get this Treats Tin for <15 points, | |
or if you always get a Treats Tin as an extra reward. | |
> The DEFAULT Treats Tin rarity is based on these odds: | |
Rarity % Chance | |
------------------ | |
0 bronze 96% | |
1 silver 3% | |
2 gold 1% | |
``` |
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