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   Forums-->Ideas and suggestions-->

Continuous output



AuthorContinuous output
Nowadays there is a big demand on Defender shield, gems and crystals. Maybe programmers will add some facilities like in the case of mercury, but it will always be something missing and lords will be waiting at the end of the shift refreshing page and the clicking race will start.

Maybe it would be better, if each player worked exactly hour and at the end make the output. So there wouldnt be any shift ends, and stock would increase more or less continuously, e.g. one def shield approximately every ten minutes, noone would know when exactly its possible to buy.

I am not sure this is better, its just a possibility.
nice idea!
The Idea is good and will make Lords work at that facility what product he actually need not where are the better salary.
But on other hand if Lord labor guild skill productivity are only 2, but to produce "Defender shield" need 3 hrs, then in the end of his shift there are no actual output and he does not receive anything. So in the end he will end up with probability 2/3 to get "Defender shield" from facility after HIS shift, and not like now 1/10 when all players are clicking.

I think It is Good Idea.

I know that all the traders would be 100% against this, because it will kill they business.
[Post deleted by moderator Shebali // Off-topic]
nice idea!
for those who have low labor guild still can buy it, if, lets say, the stock is 0.80 - 0.99 they still can buy it
Of course they can, just probability to get will be lower.

Also this system would be very good for the server. Now in the end of shifts in couple seconds are so many connections queries to server it could cause a system freeze.

For system admin it could solve some problems... :)
For #1: jrf,

Your idea is interesting, but wouldn't that cause enrolment issues? Since there is no shift end, only those that have managed to enrol would know the timing for which they have enrolled, in addition to being the player who can thus grasp the timing most accurately to purchase the % of defender shield made.

Furthermore, this system that you propose can give rise to cartels, as a grp of friends can inform each other of their shift timings, so that their friends can take over the open slot once that player's shift ends. In this manner, monopolisation would take place, where job posts are taken up by cartel members. This strategy will take place very efficiently and effectively for clans composed entirely of friends. Therefore this would rebuke Mr_eee's comments(#3) about killing off traders, as it would promote the latter instead.

Of course, opening up more production facilities, such as the mercury lab in yellow lake can help balance demand/supply equation, but if every shortage problem was to be solved in this manner, the part of the name of the game "Lords of Money" wouldn't hold true..

To add to the topic, how about reduced shift hours for single production facilities, such as magic powder, signet rings, defender shields... on a fortnightly basis, whereby for odd weeks, shift hours for e.g. magic powder, def shields be reduced to say 45 mins for 3 days out of 7, and the rest of the single production facilities on even weeks for the same number of days as mentioned above. This would help increase supplies for the desired items, while keeping the market buoyant.
Actually I was waiting till someone will come up with that problem when enrollments would move from friend to friend and none will be able to quizzes in.

I have Idea, but it is a bit tricky one.

When whatever shifts ends there is 2-5 minutes time for players to enroll (and the player with higher labor skill get the job - if 2 or more players are with the same labor lvl then by random someone get the job) all others can find job somewhere else, or try next time.
It would be like in real world when any job will get more qualified employee or is 2 or more are coming with the same degree - then just luck.
For #8

I suppose when you mean 2-5 minutes time, you meant the previous enrolled facility, or else it would contradict the 1hr per enrollment right. If this suggested idea is initiated let me use an example to highlight a certain issue that players will face. Using current shift end procedures, at say 18:50hrs, signet workshift ends, 20 slots are available, for all 20 slots, players have to wait say 5 minutes to enrol. Therefore, in a day, 120 minutes of production time, or 2 hours in wasted on waiting, which could have been better put to production purposes.

As for your second idea, ceteris paribus, the better qualified applicant will be chosen over the less qualified. However, if we are to look at the context of this game, determining enrolment qualifications based on labour skill is akin to discrimination against players with low labour skill points, esp new players. This would cause monopolisation by the high labour skill point players, as they are the ones enrolling in these higher paying jobs all the time, and thats definitely not good.
for #9, "Using current shift end procedures", it was a typo. I meant to write "Using suggested workshift ending procedures"
for #8
If the work shifts ends 18:50 (5 min waiting time) then next working shifts ends not at 19:55 but still 19:50 (so the actual production time reduced by 5 min.)

about monopoly and high qualified staff working all the time in best payed jobs should be balanced by something (random labor skill multiplier) 1 lvl labor player have 10% chance to get job and 90% chance for 9 lvl labor.
But remember that the shifts ends continuous. And this competition would be ONLY in HIGH demanded production facilities.
If the work shifts ends 18:50 (5 min waiting time) then next working shifts ends not at 19:55 but still 19:50 (so the actual production time reduced by 5 min.)

It would still be a loss of time for those who are rejected and it would stop people from buying goods to create jobs.
for #7, God5end

I don't think that a monopolization would start. It wouldn't be easy to arrange it and sometimes other player would get into the "monopolized facility", which would break the system of "friends". I think they wouldn't enjoy that.
I agree with the part with "Lords of money", it wouldn't be fun, if there was enough of everything.

for #8, Mr_eee
As for competition in enrolling, I thing it's not necesarry. Experienced labourers have disadvantage, because they take more gold from facility. In addition I think that labourers bagginers shouldn't be favoured, they belong to the mines :D

Generally, I know this is problematic idea, but it certainly has some advantages(for server, buyers), but some disadvantages too(for traders, I think there are traders that develop strategies according to the shift timing).

The main advantage is, that a labourer will get a good chance to get the resource(item) from the facility where he works, because he has the information, when his shift ends(as God5end wrote). Ordinary players would like it, traders wouldn't.
I like this idea, it would end those merchants for ever =)
Like every 5 min one gem at a facility, then i finally got a chance to buy some
I like this idea

Well this tells me it won't be implemented.

I doubt you get more resources, because people will produce what they need and then buy it, so you won't get much more than you produce yourself.
so you won't get much more than you produce yourself.
thats still more then i get now =)

Because it means that you cant continu with your buy and resell, doesnt mean it wont be implented
thats still more then i get now

I think you got your gems at a greater rate than one per hour.

Because it means that you cant continu with your buy and resell, doesnt mean it wont be implented

I think it won't be implemented, because there were given several reasons why this is a bad idea.
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