About the game
News
Sign in
Register
Top Players
Forum
18:55
5174
 online
Authorization required
You are not logged in
   Forums-->Ideas and suggestions-->

Resource Priority to Workers


1|2

AuthorResource Priority to Workers
Workders should get priority to the resource. Let's say given your labor guild level, you are producing 2 crystals. You should be able to pre-pay for those 2 crystals during your enrollment but before the shift ends. Then when the shift ends, you get those 2 crystals.

I realize 2 crystals isn't much, but at least you get something and after a few hours it would add up. Plus this solution does make sense. Why shouldn't the workers be able to buy their product?

This would enable players who are unable to purchase resources at the shift end.

I recommend this solution to not just mining, but for machining and production, so this would reduce the blackmarket gouging.
I doubt that this will ever be implemented, because it would encourage the creation of multiple characters.
yep, i agree you, fusei.
Do nothing is good and let merchant who lack of conscience (like you) to earn more extortionate profits.
How would this encourage the creation of multiple characters? If multiple characters are created to get gold via wages, then how would this encourage even more extra characters? Right now those players would just use their multiple characters to work, and then use their gold to buy the resources from you, fusei.

I believe this is the best solution to the current resource problem. Don't say my idea is bad just cause it ruins your resource camping.
It will not encourage multiple characters.
fusei said that only because she expects that admins will never implement this very good solution, she wants to keep stealing money from other players by forcing them to buy at market instead of facility.
she's not stealing anything. it's called trading. and if a one player could only get 2 resources per hour (cause most of people would of course use the pre-pay option) that would certainly increase the amount of multiple characters.
Good sollution. Maybe difficult to implement but good. And the facilities with not enough resource would attract more workers. Fusei is not stealing anything of course. She is calling that her "ability" and she is using the "game feature"..of course admins programmed the whole economics for us, the vampires of the market. She is just the vampire queen. All hail the queen :-)
#6
No one said anything about stealing.

If this feature is implemented, it would be better for all, except for the "vampires" like Omega22 was saying.

Even if the current multiple characters in this game switch over from gold mining to resource mining, it would be better for the community because it would encourage scarce resource production.

And since you can only pre-pay for resources that you produce, you won't be preventing or stealing resources from anyone else. This feature would encourage players to actually work on places that are low and help decrease the skyrocketing blackmarket prices.
And no offense taken in "vampires" I hope, as a necro its a half-compliment for me. I like them for their ability to drain. Drain life..money from the market..and so on. :-)

But really a good sullution for getting some extra money for the mine workers and solving the mercury thing maybe once and for all. Without mercury, there is no nickel, magic powder and in short time there will be shortage of arts as well.
I don't really care whether or not this feature is implemented, I adapt to the game not vice versa, it's just that I don't see this happen anytime soon, actually I don't see it happening at all.
But workers can also be traders. So you must limit the pre-payment.
But if it stimulates traders to work and produce more mercury it will be grate.
We all wanted a strategic warrior game to play when we found this game.
but competing with resource hoarders and/or scripters isnt fun at all.

I support this clever suggestion. I'd be happy to pre-buy even 1 element per time instead of supporting the vampires
#11

The limit is your own production. With your 0 labor guild level, you can only produce 1 wood or ore. At labor guild level 3 you can produce 2 wood / ore or 1 crystal / mercury.

Or the limit could be Ortan's suggestion of 1 element for everyone working.
11, Zentarim. "So you must limit the pre-payment". It is suggested to be limited. As Pantheon said, you can pre-pay only those resources that you produce. So nothing would change, but there will be less resources left for public sale. It means that there will be 3 options to get resource. Market, waiting for finish of the working-hour(like now) and enrolling with pre-payment. And those who work in mines could sell those resources through market for maybe 10-20 extra gold per hour.

An elegant sollution, but as fusei said: I dont see the changes coming fast in this game..
So, if everyone on working in the minds decide to prepay, there wouldn't be any stock left for other players to purchase at all. Isn't this another form of monopolisation as well?

Furthermore, if admins do implement this system, how would you account for production facilities that produce artifacts in low quantities, such as signet rings? Players would just queue up at such facilities to enrol and buy rings...
Not enforcing such rules on these facilities would just be playing double-standards...

Why don't we just limit the maximum amount or resources each player can buy to e.g. 10, instead of the current 20. This way it'll take players more clicks to buy up the resources, and thus more people would have the chance to buy them before they disappear from the mines?
Monopolization won't happen because your pre-payment is limited to your own production. If every single worker wanted to pre-pay, then there won't be any left for non-workers. This is a good thing because then those who wants the resource would be forced to work and thus increasing the total number of workers. In other words this would increase the resource production.

To not completely blow off the non-workers, there could be some resources left. For example someone has labor guild level 2 which is 1.5 productivity working in ore pit or sawmill. Since you can't buy 1/2 a resource, then this 1/2 resource should be leftover at shift end. And if you add up all the partial resources, this means at the end shift everyone can buy resources.

I think this solution is great because it encourages workers to increase resource production instead of admin dumping resources in.

#15
Limitation would work only if players aren't using scripts or clicking super fast. Anyway limitation probably won't work because there just isn't enough resources given the demand.
Well, if you always round down fractions than you can never prepay for anything taking more than 6 hours.
#17
That shouldn't be a problem if basic resource production is increased. The reason art production is limited now is because of the lack of resources.
If we increase resource production to such an extent we don't need worker priority, because we then had everything in abundance.
The system was designed the way that you always have a shortage even if you could globally manage the workforce and it's much more interesting than having anything right away.
The system was designed the way that you always have a shortage

Ofcourse it wasnt designed like that
1|2
Back to topics list
2008-2024, online games LordsWM