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AuthorLG rule suggest
What is really bothering in the LG system is, that a low LG level player can enroll to any mine, machinery or producing facility. With low productivity they take away empty working place from high LG level players (who probably need more money) and they use 0.24 (or sg like that) wood or sulphur so they technically freeze resource flow.

I think thats have financial effects on the economy (only admins can tell). Think about it (example): something needs 1 ore and 1 wood for production. LG1 player uses 1 wood and 1 ore, so they buy 1 from each resource, giving two LG1 workers to enroll each resource mine. Thus LG5 uses 3 from each resource giving 6 working slots to each mine.

So low LG level players should only work in mines.
It should be look like this:
LG1-LG3 mines
LG4-LG5 machinery
LG6-... producing facility
of course if LG6 wants to work in a mine thats nice of him making more raw materials:)

What do u think?
Nice idea, but it wouldn't really help the economy much or might even hurt it.

Most production facilities are capped by the lack of gold. This idea would only increases the rate the gold depletes.

I think it is best if this idea gets implemented at the same time mine workslots are increased and production facility workslots are decreased.

Or how about:
LG1-4 mines
LG5-6 machinery
LG7-...production

This would push enrollers into the mines and machinery, and leave the production facilities flush with gold that only high LG players can access.
-1
On LG 6 your productivity is 3.5 and LG 0 is 1. So you get more gold if you enroll in mine compared too lower LG level player. Thats your bonus and advantage compared too lower LG players... and i m sure your arts can t cost so much more than you can earn enrolling infact you get big gold bonus. And in the end i m sure your idea would not help too stop freeze resource flow. Most high level LG players don t play as much as lower LG players who are same level so technically they don t buy arts as often as lower LG players and that would be unfair as well...
-1
So what about level 5-8 players with LG of lower then 7, when they buy Light axe/Defender shield/Combat staff/ring of inspiration/some other artifact they helped the economy, shouldn't they be allowed to enroll there?
-1 definetely ... high level players are already depriving low level ones of all the gold ...
what i am saying is that players have to earn the privilage to work at higher facility, just as everything else in this game...

#3 this game is unfair in many cases, money is the main thing thats unfair to high lvl players...

#4 yep thats the idea:)

#5 low lvl players at production facilities are a waste...

btw multis would hurt a bit
*6
No game is not unfair and for sure it is not unfair to high level players. Please say any good internet game where you can be top 50 without investing in game. Your suggestion is highly unfair. Low level players buy arts as well and you want too stop them them from making profit from production facility making them buy arts only cause high LG players could get more gold in production facility and earn on their sold arts. How many high level arts can you see in production facility? Well examlpe for lvl 11 none so who buy arts in production facilities? So tell me how many does mini ap arts set cost you per battle and how many do you earn with one enroll? And ask that question lvl 5 player with LG 2-3. Now please look my LG level and yours, look at my combat log and yours. How many arts do i buy per one enroll and how many do you? And you want too get even more gold than me for your inactivity in battles. Well that would make game unfair.
-1... Better the old one...
but thats a mean idea
i mean that means all the higher level players that have crap LG guilds will have a disadvantage
that would mean the game would be worse for them, because they dont win and they get bored.
Plus if they have such a high LG then clearly they wouldnt need to gold unless they spend gold at first sight like me
-1 Just think about it if only LG7 could produce any artifacts (LG7-...production), there would be much less artifacts availabe at shops - this idea could kill the economy
low LG players fill the production and they probably not buying arts every 5-10 enrolls, they r just got lucky to enroll there... but if u see the production facilities filled with low LG players... and some certain players at the market by selling arts below cost of buying, u can only make profit (5-10 gold/arts) with trading arts if u can enroll to a production facility every time you buy arts (only if LG lvl is high)... therefore low LG lvl players wont buy arts, cuz they can only sell it 0 profit or with a loss of 10-15 golds per arts... its highly unfair to players who actually buy and sell arts at the market and refilling the resource stock to keep the facility running...

i dont blame people at the market, its fair cuz the people needs determines the price... no problem there...

i suggested a method that players should achieve high LG lvls to work production facility just as the MG lvl gives u more elements at higher lvl... or the game itself... u dont start the game with shrews nor behemots... just good old farmers and bowmen... but LG is different, u can enroll everywhere from the begining... so where is the fairness?
-100 it would KILL the resource market.

Less production in producing facility
=> Less demand for resource
=> Less gold in machinery (do anyone use what they produce EXCEPT for producing facility?)
=> Less demand in mines
=> Less gold in mines
=> frozen economy with higher market prices.

Remember: LG is there to give every player an opportunity to cover his/her cost (art, castle building,...) even if he isn't good (it only take time, much time!)

This will kill the emergency solution! It could even create problems to satisfy min AP requirement. lvl5 don't have a wide selection of weapon, so every solution which limit production of goods is a minus!

By the way it wouldn't help high level players only high level LG meaning all those players that connect for 10 second every hour just to enroll.
-1, it's ok now
cover the expenses, lol... since workaholic rule with constant trading my balance seems little or no profit...
resource market is already bad... sulphur was overstocked for more than a month givin +8, +12 to the buyer and -7, -10 to the seller, while other resources was 374 gold, thats +1 gold/resource (+2 if u r at yellow lake)...
it combat lvl can be added... or a better one: sum all guild lvl and the faction lvl average, that determines where can one enroll... it makes people play and inspire them to use all options of the game...

i mean the way the LG at the moment is bad... enrollment also, thats another issue...
I think this would work if work slots get adjusted. And then requirements of labor guild and combat levels are added.

Or how about:
Req: None
mines

Req: LG4 and CL 8
machinery

LG6 and CL 10
production


This would cover any discrepancies and issues arising from too low labor guild or too low combat level players.
What are you guys talking about?
LG level has absolutely no connection to economical system in this game.

I mean that buying arts will never cover the payment for enrolling.
I think that only 1% (or less) is returned back by bought artifacts.

It is possible to make a good economical system in this game so that about 50-75% gold (paid for enrolling) would be returned back.
All prices/wages/workplaces must depend on supply and demand.

It is IMPOSSIBLE to have 100% gold back unless there would be other real ways to earn gold (hunts gives too small amount of gold compared to laboring; mercs and caravans are profitable in low guild levels, but later they are too expensive).

It is not very difficult to implement supply-demand system.
I'm too lazy to describe a full algorithm, because admins will ignore it anyway.
16

every online game need a EASY way to replant "basic" resource.
In our case basic resource = gold, easy way = enroll!
In two tower the basic resource are 3 that you need to use cards. If you are out you can't use any card (except 0 cost card :)

So the game must have a not too complicated way to gain enough gold over time.

Every facility sell it production at higher price than it cost to produce.
Example Nickel works EB:
Output: 1 at 1,695
Input (total 1,690:
Hours required 2 at 180 (360)
Wood 2 at 190 (380)
Ore 3 at 190 (570)
Mercury 1 at 380 (380)
Sell-cost: 5 gold!

You could check the others.
The problem is that each facility sell at a price only slightly higher that cost (in the previous example less than 0.3%).
So each unsold item or each resource in stock not in use is actually blocking part of the capital investment.
Almost every facility is near to max stock.

In the previous example only resource:
Wood at 190 max 144 (27,360)
Ore at 190 max 216 (41,040)
Mercury at 380 max 72 (27,360)
so at any time Nickel works EB has near 90k gold of capital immobilized.

And that is a facility that works (production < demand)!

Defender shield blacksmith (SH) for example has at the moment over 1000 items in stock (at 3,300) worth over 3 million gold!

This means that that facility has put in the system over 3 million gold used to upgrade building, loose on the roulette, buy item from the shop (not the facilities), repair item, and every other mean by which empire remove gold from the system (including estate auction ;)

The problem isn't to keep the facilities with enough gold to permit enrollment (done by adding gold in the facility bi admin), the problem is be sure that important item are always available.
for MathProfessor:
so, what did you want to say to me?

You know, there are people who talk much, but say nothing...
(such people usually aren't math related)

I hope that you are really math related, i.e. you can say many things in a short talk.
Short talk:
Anything that limit access to enrollment is bad for the game!
LG rule didn't limit access it limited repeated exclusive access to enrollment.
(Sorry for double post)

Short talk second point:
Empire takes gold out of the economic system.
Facilities are the main way empire put gold into the economic system (other: HG, MG, TG, level up, basic price in tournament).
Any adjustment to make economic sense of facilities will just cripple this main input.
I'm referring to this: It is possible to make a good economical system in this game so that about 50-75% gold (paid for enrolling) would be returned back.
All prices/wages/workplaces must depend on supply and demand.
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