Change to Egg Hatching Mechanics

Hello all,

I would like to suggest a change to the mechanics by which eggs hatch in PMU. Personally, I feel as though eggs are sort of seen as ‘dead content’ within PMU, and I don’t think I’m entirely alone in this perception. Generally eggs are considered totally non-viable in terms of shiny hunting versus standard recruiting options, and eggs are seen as not typically worth a pick-up when one comes across them.

There is one core reason as to why – the time it takes to hatch them. Collecting eggs means spending time outside of dungeon doing nothing but hatching. Egg hatching happens instead of gameplay, and a full bounty of eggs from a given dungeon might mean spending an entire run’s length of time just dancing back and forth in PMU.

In my opinion, this isn’t great. Hatching eggs comes at the expense of engaging with PMU’s gameplay, and it always serves as a diversion. Oval Charm and Flame Body help to reduce this time, but its time spent not playing regardless. Personally, this is unsatisfying. Eggs do serve a particular niche, that being acquiring certain recruits earlier than one normally could – and I like this aspect about them. However, this is a little too niche in my opinion for such a large mechanic within the game, and I would like to see eggs occupy a much larger place within the gameplay loop.

The change is simple: when an egg’s step counter fills, it queues the hatch instead of blocking other eggs from counting up. Once an egg is ready to hatch, it sits ready for an opportunity to do so, just like they do now. However, in this state they will not count for steps and the next egg in the inventory will count as well. This means that as long as a player is taking steps, they are hatching eggs – regardless if they already have one ready to hatch. This is opposed to the current system, where in practice a player might only get progress on a single egg throughout a dungeon.

This sort of functionality actually exists currently in an odd way; the egg at the top of the inventory will receive the hatching progress, so shifting eggs around allows for multiple eggs to be worked on in one dungeon. This change then would merely integrate this functionality seamlessly. Doing this is somewhat jank, and represents a fairly annoying and tedious process – it’s not something many players do. Making this behavior seamless and automatic means that players can engage with eggs more without having to deal with the tedium of inventory management.

As of current, the situation with eggs is thus: one might collect a batch of eggs, and then upon leaving the dungeon they must go “Alright, I guess I have to stop running for ~5 minutes to get these all hatched.” This isn’t very fun, and represents a halt in gameplay. It also makes eggs a harsh penalty to any level of running efficiency. Sure, the player could instead bank these eggs, but that is merely pushing this problem off till later. With this change, the results are two-fold: one, the player will likely have already hatched many or even most of these eggs through running; and two, the player can hatch the rest of these eggs by playing more. This creates a feedback loop where players can engage with eggs simply by playing more of the game, instead of stopping whatever they wanted to be doing to spam walk on a fencepost.

I understand that this could have a large impact on the balance of eggs – however, I strongly believe that the shift away from the passive and almost punishing system of current would be a great shift. In my opinion, having players stop playing to hatch is counterintuitive, and harmful to the potential of the mechanic. To balance this however, there are some things that could be done. Eggs could have their hatch time increased to compensate, The oval charm could be made a personal item – or could be made to not work at all inside dungeons. Additionally, carrying eggs means committing to them taking up inventory slots during runs.

Lastly, the elephant in the room: Easter HC. Personally, I don’t really have any strong ideas on how this would mesh specifically with Easter. It might not even have that much of an effect at all, due to the very high quantity of eggs. Either way, I would not want to see potential gameplay improvements stopped purely for the sake of a once-a-year time limited event.

Let me know what you guys think.

I honestly don’t think this is a balance issue in the slightest, even for easter. There are currently no especially viable flame body or magma armor runners, and oval charm takes an item slot. So there’s already a pretty reasonable tradeoff if you wanna hatch eggs at max efficiency. Hatching them raw is then gonna be slow even when it does trickle down, so even in easter, I doubt you’d hatch more than 4 before the break room.

One alternative, or even addition, I think is worth considering is allowing eggs to hatch in dungeons. I’m not sure if that would cause sequence breaks, so that might not be viable, but it’d be a nice way to cut down on egg running time (along with cutting down on inventory space), cause I fully agree that egg hatching is a really bad gameplay loop that currently doesn’t follow the spirit of egg hatching in mainline, being having an egg follow you on your journey and hatch while you’re progressing the game

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currently doesn’t follow the spirit of egg hatching in mainline, being having an egg follow you on your journey and hatch while you’re progressing the game

This pretty aptly matches my feelings on the subject, and why I find this mechanic unsatisfying.

One alternative, or even addition, I think is worth considering is allowing eggs to hatch in dungeons.

I thought about this, but figured there was some technical or mechanical resson as to why its currently blocked. Namely you could probably abuse the recruit invulv to cheese certain things.

I would also perfer if I didnt need to run with an empty space to progres eggs in runs.

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(writing this on mobile so forgive me for typos)

it’s not a lot because i keep going on hiatus here and there, but i’ve hatched probably in the realm of 1.5k-2k eggs this year. the only time this has ever been a problem to me is the final stretch of floors in Easter HC, which is honestly incredibly easy to fix, as you can just let us hatch eggs in the endroom.

i don’t know what the ‘gameplay’ is to other players but if it’s the dungeon running aspect of the game, then just run dungeons for money to hatch your eggs. MM and CCh are really good for this and it’s easy to plan it out. just tell yourself, “i’m going to work on hatching 90k worth of eggs” and go grind out that 90k. you can either set a new amount after or just take a break for the day to not burn out.

i personally let my eggs accumulate in my storage until i have at least 6 pages and hatch them all in one go with the Egg Hut. so i have like 200k set aside just for eggs and i do it at the end of the day or something as a way to unwind. for my personal hunt, i make back the poke there from DS easily, but i do understand that is not the case for every dungeon. hence why you can just run other dungeons to get that poke. the only time this doesn’t work is for HC because you don’t want to be spending time outside doing that due to the time limitation.

honestly sometimes hatching eggs manually is nice too while i talk with friends or watch some streams and stuff. there are definitely ways to work around it if you hate running back and forth. while i think it’d be nice if what you described was a feature, i think it wouldn’t really change much for me personally and there are more important features to implement first.