Author | Mercury |
Again, because of the lowered wages Mercury is now almost completely gone...and this time Empire doesn't have the resources to dump in.
Please raise wages to encourage ppl to work at mercury lab! |
agree this is a bit mixed up. i thought the logic was that as mining facilities ran out of certain materials that their wages would go up.
another useful item would be if it was possible to choose whether to take a wage or take the produced good (even if this required multiple repeats of production. (think first option to buy).
at the moment even though there are 100+ people in the facility it is impossible to actually buy any of the products as someone (A bot most likely) just seems to spam refresh and will buy anything that shows up. with a connection on the other side of the world, i am not likely to win any of these spam refreshes on the facility.
easiest solution is just to move up the wages for producing scarce commodities. |
but wouldnt these bots/merchants work at the station (with increased rate) after they clean out the stock :P |
they don't need to increase the wage they just need to make a lab in yellow lake a.k.a. the place where 90% of the players are |
wages stay same i agree with grotto. just make a lab in yellow lake. lakes contain fish fish contains mercury. idk where i heard that.. |
in truth and in real life, our oceans fish are infact loaded with mercury due to toxins and pollutants. maybe if there was more machining and production at yellow lake we could harvest mercury there |
lol Ortan : ) i agree with all of you, but all measures should be taken.
I add the reasons below:
I agree for increaseing wages and encourageing production mercury (ingame its not as toxic = )
why? because people always work where pay is best and other facilities are abandonned (only a few unlucky poeple go there when they dont have the choice and please dont diminish number of available working posts else all productions would suffer)
I agree for adding mercury production labs at hot spots where people more likely to stay
why ? because mercury is now scarce and many people at mercenary guild would enjoy finding jobs without haveing to travel al the time as it is now.
I can also observe that, in the stats, we see mercury is now one the most demanded ressource, and there is only 1 factory that produces mercury at snail speed.
We already experienced shortage of steel then nickel the same way.
Then, to prevent this from repeating again with every ressource,
it would help if we had a dynamic or
at least balanced adjustment between
facilities ressource needs and facilites ressource output
also between
goods price/demand and workers wages,
Why? Because this last proposal would fix mercury problem along with increaseing the efficiency of all productions.
Raw material factories ("Mining" kind) funds would be used for wages and developing other factories instead of uselessly sleeping.
Why? Because with abundant ressources and items produced evryone would find what they need without waiting so long. |
i think that many people use script for buy resource
ihave controllated any log of most people that sell resorces in market
which a player of level 3 can buy and sell 50-100 pcs of mercury
any time?
http://www.heroeswm.com/pl_transfers.php?id=4406481&page=1 |
I don't know why there is such shortage in ressources, but we can hope as many player will need mercury, they will try to work at the relevant factory and therefore more mercury will be available in time, though, it can be hard for a time as many player have leveled to 5 with the tournament and then need to pay for upgrades (magic guild or other building)
is the shortage has been that long ? I just tried to get some mercury and I am a bit surprise to see so few are available. |
why such shortage you say? some reasons are :
strong demand for mercury needed in almost evrything from which:
in many casttle constructions
in any weapon or armor shield helmet etc that can be smithed
for these mercury is used twice or even more
once as raw mercury, twice as part of the steel alloy
too scarce production sites : only 1 lab for the whole Empire
low wage : all workers go work where they earn more, they not interested in working in lab, hoping others will fill the gap but too few will do.
and finally too low output that seem to stay as low even when lab was full (which is far from happening nowaydays)
So you see hagnair people see that even when lab is crowded they dont get more mercury someone is buying every few mercury, plus that they are not paid as much as when they work in productions and machining facilities so we cant count on that.
Many proposals were posted like fixing economic balance between supply and demand and preventing some from hoarding all ressources, to add facilities, to increase wages according the the demand, alternate ways of obtaining ressources (alchemy) and so on those proposals could all work even together. |
I meant mercury used in nickel not steel my apologies |
the wage isn't low..just wrong location.if the lab is in yellow lake the prduction will increase very much.maybe put lab in yellow lake and supfur dune to blooming glade is a good idea. |
hum whatever location a mining facility is at, when its output stay at =1 even when 200+ players helping in that facility there is still a problem.
mining facilities have ridiculous output that doesnt match the number of workers and have millions unused funds...So anyway outputted ressources have to be proportional to number of workers and provide enough ressource to facilities that need mercury at least.
Also its logical to keep a "sulfur" facility in a place called "sulfur dunes", but can add an extra lab there and let the other lab in blooming glade be as there is far too much mercury demand to remove any lab. |
Want some ideas sum up? Here you go :
- outputted ressources proportional to (workers * their labourer skills) total
- adding labs in crowded places (i.e.: yellow lake) to match mercury demand
- from the moment you start producing a ressource it becomes available for you to buy. In this case you work for the duration needed and you get the ressource but somehow the facility also get one ressource added in stock.
This could be done with method 1
1a in your character preferences or
1b when applying for working in a facility
you can tick a checkbox to get ressources instead of gold
or method 2
when applying for working in a facility there are
2 apply buttons 1 button looking like the ressource
the other apply button looking like a stack of gold
or any other method you find more suitable
- maximum number of workers posts limited by labs cash reserve only
- Under a certain critical level of available ressources, there is auto-ressource restocking, facility auto-imports ressources very cheap (could be for mining facilities only) thus reducing its available cash by 1/2 of actual ressources cost. workers shall help in facilities before critical level is attained. That way they get the cash before it could be spent in imports fees.
- limitations max ressources bought per player per facility per duration
own produced ressources dont count.
- wages adjustement so that workers prefer helping in facilities that currently cant cope with demand. |
but if they do you will have to have a certain labour lvl like 2 |
When you have low laborer skills and want ressource directly it just takes the regular time, like say you want to be paid with 1 mercury that takes 2 hours with 0 laborer skills then you get it after 2 hours or you get it and have to wait 2 hours before being able applying again.
The labs "cheats" and still get 1 mercury as if they had already one to pay you with, and you produced another mercury that they keep, its to ensure that production is still enough even when evryone would choose to get paid with mercury directly instead of gold. That would mean that when you work in labs you will be sure to get mercury even if someone is buying all the time very fast, plus we will add some way of preventing someone to use scripts to autobuy and hoarde all the freshly produced mercury by putting limits in max buy per day limit per facility per player. For that i suggest that more you'd buy somewhere slower you can buy again. Since there will be several facilities, real players could travel to get more while bots would be stopped by attempting to buy too much at same place. Cheaters using multi accounts to hoarde all ressources for themselves will be spotted easily when they attempt transfers between accounts. Also the autorestock for labs and such mining facilities would help preventing too long times of shortage. But it could only work when we stop the autobuyers cheaters. |
well the actual suggestions are those to fix ouput/balance with demand autorestock and other antiautobuy features to prevent abuse.
concerning the "laborer privilege" (to be certain those who help would at least be able to get what they helped to create), I just describe *how* it could be done in a way it would profit to evryone many had the idea but didnt explain *how* so far. |
ok here
want it 1
dont want it 0 |
1 [Player banned by moderator Erlemar until 2008-10-14 09:02:37 // 9 local rule] |