Mental resilience much higher than the rest
Because of the way mental resilience points are allocated for quests, my mental resilience points are much higher than the rest. This is a problem because, firstly, I feel I can never make my physical resilience improve (relatively) if I use quests instead of power-ups. On the chart, physical resilience will always look small if I use quests. It's rather demoralizing. Secondly, it makes me not want to do things that increase my mental resilience even further!
My suggestion is that after we reach a certain level (say Level 5), we are allowed to decide how we allocate the resilience points for our own quests, at least. By that level, we would be familiar enough with the game that we would understand what we're doing. It gives us more ownership and makes us more excited because then the resilience points will correspond more with our idea of them.
Just a casual 50 recurring quests for 999 weeks without mental resilience to make the game playable.
Brains are the problem.
Yes! My mental resilience bar is through the roof. The rest of them are way behing because I got so many quests that automatically are giving + resilience when I focus on other stats. When I previously left superbetter two years ago I was starting to game the system, trying to create quests so that I would get something a little bit more even. I do quests for all the categories but I cannot escape the +1 that I did not add myself.
Diana Luepke commented
Agreed. I find some of the mechanics for how this happens odd too... like when I create a custom quest that primarily boosts emotional resilience, it might give me 1 emotional resilience point and 2 mental resilience points! That just doesn't make logical sense to me.
Dominic Aquilina commented
I'd have to agree on some level. I feel like my mental resilience is skewed way out of proportional, and it shoots up even when i'm actively focusing on other parts of my well-being. If we were able to decide how the points associated with a quest or powerup were allocated, or at least be given an indication of how the current allocation is set, I feel our results would be more accurate.
Maybe mental resilience is supposed to be high. After all, to even get up to the task of accomplishing a quest is a mental boost in itself, be it physical, emotional or social.
Perhaps they should simply re-label and separate mental resilience as, at least in part, a sum total. Maybe split it into pure physical, emotional, social and intellectual with mental as the whole. You'd then want very high mental resilience.
Yes this really irritates me. Isn't the point to develop all four types of resilience equally? If not then why does SB graph them against each other?!? I am especially working on physical resilience as I recover from an injury and that long yellow bar just makes me feel lacking in the other areas :(
david allen commented
I have had the same experience. How do I get my physical resilience up? I exercise every single day. But the "sweat the stress out" powerup only has +1 physical resilience, and defaults to +1 emotional. I'll never be able to balance out my massive mental resilience with this current setup.
I fully agree, I've been on this site for a day and I've gotten
Most of my points came from just learning how the site works, I don't really feel proud of gaining so many points for not doing anything.
I'm sure it'll even out soon enough.
You're right, Rich. Unfortunately, the system currently is such that +2 mental resilience points are given for each quest by default, and +1 possibly something else (or mental resilience). So even power packs meant for physical issues will still have this issue. I'd be happy enough to be able to allocate some of the default mental resilience points elsewhere for just my own quests.
In order to raise physical and emotional resilience (relative to mental resilience), we can "trick" the system by creating quests as power-ups. But that's not ideal. I really hope this suggestion gets taken up!
An alternative would be to have a category besides quests (default +2 mental resilience), allies (default +5 social resilience), power-ups (default +1 emotional resilience) and bad guys (default +1 mental resilience) which awards physical resilience points by default. If you look at this design, something is clearly missing!
Good idea, perhaps with the pre-generated packs it makes sense for the quest points to be aligned to the author's informed opinion of which particular strength the quest would affect, but I think that with user-generated quests the facility to decide would certainly improve the accuracy and effectiveness of the experience. Awesome.