About the game
News
Sign in
Register
Top Players
Forum
21:08
4431
 online
Authorization required
You are not logged in
   Forums-->Ideas and suggestions-->

Make item creation times random


1|2

AuthorMake item creation times random
We all know why this is needed.

Just stop making the item creation at factories a posted time....make it a time range... you could post the range if you guys really want to but I would not.
I would agree to have random shift times for all the facilities, but this might create a backlash. Players might start using 3rd party programs or scripts to monitor shift times. Obviously this would create a huge strain on the server as players datamine the site. And we all don't want to go back to the old server issues.
Players are already using 3rd party programs to grab items at the exact time of creation because they know when it's comming.

By making it a random time they would have to physically watch the factory.
Pantheon's point is that the current scripts, with it being a fixed time, can just perform the "buy" command at a fixed time, which can be read off the user's own computer as long as he sets the time to be same as the server's (which is on the top right hand corner of this site)

If you change it to random, the scripts will be changed to check every minute to see if the item has been produced. This will dramatically increase the load on the server if there is every-minute access. And, yyes, they STILL don't have to physically watch the factory. The script watches for them and causes a slow server.
I didn't know the program could see when an item was for sale...if that is the case I will have to give it some thought...there has to be a way to ensure items don't only go to less ethical players.
The program, or rather a new version that would re-programmed after the "change", would bascially do a "Hello, Lordwm.com site, do you have anything for me to buy" every minute. It isn't hard for the people who make illegal scripts in the first place.

If the legal scripts can calculate the length of time till the next Enrollment, quest or when your health/mana gets to 100%, it's not that hard to modify from there (and thus make it an illegal script).

Usually market forces should even out the prices of the items being sold by players on the market. But as there are little alternatives for each item, and having the AP rule force people to NEED items to play, unless players are willing to not use arts and just enroll for a day or so to make those that are selling at high prices to suddenly have no income, it's pretty hard to do anything.

Anything we do to stop them from purchasing will either inconvience normal players who do not rip other people off through their own resale of arts, or affect people who buy arts for their own usage from factories with no notion of reselling at a high price.
I have a solution....
'
When an item is created a 10 second timer starts, anyone that tries to buy it is stored in the system and at the end of that 10 seconds a random player gets it. If there are multiple items created at one time it randomly keeps selecting people that clicked purchase.
I would also make created items only purchaseable in units of 1, this would not apply to mine assets or auction house items...
Easy solution to this - add code (the same as in enrollment) you need to write down each time you buy/sell stuff to the factory. And it will be much harder to do by third parties (10 times wrong code - ban for x hr).
Players are already using 3rd party programs to grab items at the exact time of creation because they know when it's comming.

If there really are people that use scripts, these scripts can't be good, because it is still possible to get items, even those that are sold after a few seconds. And of course you can always file a complaint, if you find someone who uses scripts.
fusei you cant actually prove someone does/doesnt use a script. It is difficult even for administration. But if we think that refreshing and grabbing artifacts is boring and bad(I suppose so), the code could be helpful, because, there is no way a program could guess the code faster than human and no one will probably be able to write the code more than once. The question is how much of the server capacity would be used for this code sending, and as well some players would cry "it is lords of the codes now.."

post 7: Maybe a good idea, but I really dont know if it would work..seems a bit odd to me. If someone wants to use 2 rings of doubt/ inspiration he would have to wait for hour..seems odd.
"I would also make created items only purchaseable in units of 1, this would not apply to mine assets or auction house items..." They already are, you can only buy 1 at a time. Not 0,6 or 2.
to Omega22:
I have no idea how the officials check for scripts, but I'm certain they have ways to discover any reasonable script.
I'm not even certain it is this hard for a program to identify a code, can't they just look for intersections, transfer the letter into a corresponding multigraph and sort out the remaining ambiguities somehow else?
I think the easiest, best, fairest solution is to just have enough supply for everyone. Then no more whining about scripts, who has the fastest computer, who can click faster, who has no life, who has no clock, who hoards, etc. etc.

Admins can easily add enough work spots so that supply won't be an issue with any of these factories.

#11
I'm not an admin and I don't know much about checking scripts. I don't even use any scripts. But don't think the admins already have their hands full with everything else? Even if checking scripts is very easy, admins probably won't be doing it.
to Pantheon:
This is a very weak argument, with the same reasoning you can remove things like XP or even gold from the game, because people can cheat there and admins have better things to do than check for cheaters.
The economic model was designed the way it is for a reason and the supply is meant to be limited.
Limited? perhaps....controlled by you, maybe not.

https://www.lordswm.com/pl_transfers.php?id=4407708
very weak argument

I think not. There are multiple issues arising from the limited supply of resources, intermediate resources, and arts. There has been many complaints since day 1. Admins have been forced to adjust the supplies and gold of facilities numerous times. There have been several added facilities to help alleivate the problems. But to this day supply is still a problem and there are still many player complaints.

The economic model was not designed to be this way. The model is NOT working. This is in agreement not just by many players, but by the admins themselves. Or do you think the admins expect themselves to routinely adjust the facility operations and occassionally add facilities from time to time?

the supply is meant to be limited

Again, incorrect! Supply is not meant to be limited. Only hunting arts, thief arts, cape of flame, and elements are meant to be limited. Ordinary arts and resources are meant to be unlimited.


I believe the simple solution of adding a few extra work slots to certain facilities would fix the economic model and supply would cease to be a problem. Many solutions have been floated about, but they don't really fix the primary issue which is the lack of supply.

The random creation times would fairly distribute limited supplies, but as mentioned in the above posts there are many technical problems in implementing this.
to PastorDex:
I don't know what you think controlling means, but there are quite a lot other people, who also trade in various artifacts.
There has been many complaints since day 1.

So what, there were complaints about the AP-rule as well ever since it was introduced.

Admins have been forced to adjust the supplies and gold of facilities numerous times. There have been several added facilities to help alleivate the problems. But to this day supply is still a problem and there are still many player complaints.

The economic model was not designed to be this way. The model is NOT working. This is in agreement not just by many players, but by the admins themselves. Or do you think the admins expect themselves to routinely adjust the facility operations and occassionally add facilities from time to time?


The adjustments, that were made, were mainly caused by special effects like tournaments, the lighthouse-project, an increasing number of players and increasing average level of players. Right now the supply situation is nowhere near a level that requires or justifies any intervention.

Again, incorrect! Supply is not meant to be limited. Only hunting arts, thief arts, cape of flame, and elements are meant to be limited. Ordinary arts and resources are meant to be unlimited.

So, if the supply is not meant to be limited, why do you think the facility have stock sizes? If things were really supposed to be available in abundance, there wouldn't be stock size at all.
When there was a great defender shield shortage, there were many greater ideas to improve economy so it will work, but none of them were realised. I doubt they will be now.

As an example one of my favourite ideas: When the number of factory products for sale reaches 0, system gives +1 workplace to the factory, when number of products for sale reaches +50, system gives -1 workplace to the factory. Same thing could be applied with wages.

There were dozens of "final ideas", none of them appeared to be good enough to be realised. All of these ideas: unlimited production, code for buying, 30 second gaps between buying items(apparently in order to stop fusei from buying 5+ items at one shift), were proposed before, and not yet implemented. And now, when the mines are full of resources and the only thing missing are rings of insp.(I have seen 24 swords of reprisal yeasterday), I dont feel something new is going to be done about this.
Anyone looking at your transfer log knows why you don't want things to change...you have sold 106 rings of inspiration by grabbing the one produced each hour and reselling it at a large profit to corner the market, as you had done with the Defender shield before...I didn't count but it's safe to say you resold over 300 of them creating an artifical shortage.

You buy them all up sit on them till people get desperate, than release 1 to 3 at a time to keep demand high.

Regrettfully many people don't read the forums and know not to buy from you, therefore giving you the money you need to keep doing it over and over.
Not that it would help much, as you would just sell from one of your unlisted alts and we wouldn't know the name.
Anyone looking at your transfer log knows why you don't want things to change...you have sold 106 rings of inspiration by grabbing the one produced each hour and reselling it at a large profit to corner the market, as you had done with the Defender shield before...I didn't count but it's safe to say you resold over 300 of them creating an artifical shortage.

Everyone has the same chance to buy an item as I have, so I fail to see any injustice there. I also fail to see how buying at the facility and selling at the market can create a shortage, as soon as I buy them they are at the market, so it has no impact on the availability of an item.

You buy them all up sit on them till people get desperate, than release 1 to 3 at a time to keep demand high.

I just wonder, if I buy all the items, how do my competitors on the market get their items? My items find a buyer pretty fast, so my only permanent supply of rings of inspiration are 2 I already used.

Not that it would help much, as you would just sell from one of your unlisted alts and we wouldn't know the name.

This is going to get interesting, do you think of anyone in particular or were you just running out of real points to bring up?
1|2
Back to topics list
2008-2024, online games LordsWM