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Author | We need more mines, demand more mines |
Hi!
It is obiously that we need more mines, for example Nickel, or expand the actual workers in mines: lab, amulets, rings, etc...
Now we are arround 1100-1200 players online, and when the majority get high levels in some days, will be impossible buy something.
If we demand mines the staff must provide that demand.
Now need to be soon.
THANKS | [Post deleted by moderator Pang // Move to Ideas and Suggestions Section] | I agree, its a good idea : more machining is required, by example in East Bay, Yellow Lake and Silent Hill there are still no machining facilities.
Also some alternate processing sites that dont use same raw materials could help. | Ppl soon would be wars,youll get new territory and mining,and production,cause for example now i dont see any production for lvl 7 arts | Two cents on Economics System
Today there is a new nickle factory, a new luck amulet factory, and a boost of mercury stockpile. But does 42 working slots of current nickle factories sufficient for players next month? Some tweaks on the economics sytem could be useful to prevent such problems in the furture.
First, the source of current problem is that the demand of raw materials is higher than the supply. Solution is to either reduce the demand or increase the supply. Reducing the demand would be impractical since there are increasing player characters as well as their level. Thus, increase the supply is the key.
Mechanisms such as faster mine expension, or relative higher wage for workers. Both can be done without making big change on the interface and player experience.
1. Mine/Factory expension
Let mines expand after they earned sufficient fund. The expansion cost can be either a fixed number, or an inverse ratio of the player characters count. Since more player needs more supply this will give accelerated expansion.
If it is difficult to obtain the correct player characters count, a sum value of online players in recent 24hr (check it hourly) would be a good reference too.
2. Adaptive wage
In current system a mine that has zero stockpile doesn't have high wage. Players do check wages list before picking where to work. A small difference on wage will give a significant different on the amount of hired workers. This would be handy.
The suggestion of adaptive wage is a small tweak on origional baseline wage. A function related to the size of mine/factory (A), the remaining stockpile before a factory update (B), and the amount of free working posts (C) will be its major factors. Note that C will need to be updated after each enrollment of a worker, while A and B is only updated at the time goods are produced. Due to the fact that workers have different wage in same update the wage should be paid after successful enrollment instead of factory update.
tweak := round((C*32 - B)/(A*16))
tweak1 := max(tweak, -5)
tweak2 := min(tweak1,+5)
new wage := baseline wage + tweak2
Example:
A sawmill with area A=30 and max worker post 90. Assume the baseline wage was 170 and there were B=450 woods left on last update. The first worker of current update will receive
170 + round( (90*32-450)/(30*16) ) = 170 + round( (2880-450)/480 ) = 170 + 5 = 175
The 70th worker of current update will receive
170 + round( (20*32-450)/(30*16) ) = 170 + round( ( 640-450)/480 ) = 170 + 0 = 170
If the stockpile is a very large number, such as 3000, the first worker and the 70th worker will receive 170 and 165, respectively.
3. Let NPC sell few final products on market hall.
Yes, I meant NPC auctioneer. This is to prevent the sudden buyouts of rare goods such as hauberk / luck amulet. After each update, NPC auctioneer should send one or two goods to auction hall. The revenue of selling good will com back to the factory itself. The auction time and price may need some experiement though. The maximum number of goods in auction hall should be limited. This prevents the nightmare that all rare goods can only be found on auction hall only. |
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