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It would be helpful to know what the issue(s) were in order to offer less drastic solutions. For instance is the issue was players rage spinning than a simpler solution would be to not allow people to convert lessons to credits.
The current changes seem to overly impact curio collection. Apart from a very high chance of rubbing for gold, the current set up seems to favor completing quest sets, while making completing non-quest sets just this side of impossible (without trading which has its own issues).
Under the previous system, the chance of gold from a single curio rub appeared to be 15%.
Under the current system it seems to have been increased more than 300% up to 50-60% (Dys suggests there is about 49-61% chance of gold per rub). However, it should be noted that the chances of gold are even higher due to the loss of generating coins from curios which themselves could generate curios (abt 8% for 1-3 coins, one of which would be a rare) and rare coins now generating gold instead of coins puts the effective chance for gold even higher.
This chance is per rub and with deck stacked towards gold and curios of the same collection and with the shear number of curios types in the game, the chance of rubbing a usable curio for a different collection is depressingly minuscule.
There are something like 140 curio sets, think about that for a moment, even removing the quest curios means there’s about 1000 different curio bits.
The chance for gold it simply too high, unless the aim is to make people trade for every piece. It should be kept in mind that the chance for gold is higher due to the odds requiring on average more than one rub.
The obvious solution would be trade for what you want, but tracking and trading curios is both miserable and frustrating to the point that those with curios who don’t happen to really need curios often won’t bother.
Rares should never rub to gold, instead of gold they should rub into two or more non-rare curios.
Change the percentage chance of rubbing for gold to 10% + 10% with each rub (or even make 0% chance for first rub). This would put the player in the position of balancing how far to press their luck.
Please implement my idea of adding syntax for showing missing curios from uncompleted sets. It isn’t a minor nor trivial thing to keep track of which curios are needed to complete one’s set when one is working on several sets. I should be able to have a way to quickly check for curios I am trying to collect:
CURIOS ALL MISSING. Lists partial sets and their missing pieces
CURIOS ALL MISSING SETS. This would list sets you do not own and are not yes collecting (so you can see if you’re missing an opportunity) checks completed and partial sets and then lists sets.
Optionally to the above, allow some sort of curio want tracking system.
Convert some of the gold rub percentage to lessons, it wouldn’t have to be many, but I’d much rather have 5 lessons than 2k.
Convert some of the gold rub percentage to the chance to split a curio into two or more curios.
Optionally, implement a curio auction hall (might as well toss in ikons).
Implement CURIO RUB x against y increasing the chance the x curio will be revealed to be of the set y.
Part of what was fun with coins and curios was the gambling aspect, but with the odds so stacked against players the risk is to the point where there is little enjoyment.