Root Admin Muratus del Mur Posted April 14, 2016 Root Admin Report Share Posted April 14, 2016 (edited) I received this PM in-game and thought to reply it publicly because this interests all of you Quote Hello Mur, i just have a question to the resource processors that you implemnted. I just thought that it wasnt reasonable to waste all the resources, for example: user has 200 toxic plants, the resource processor needs only 20, now the user gets 1 bottle of toxic extract and the stash of 200 is gone, wouldnt it be more logical to give the user 10 bottles then? I just want to understand the reason behind that. It would be nice if you could explain that to me greetings MaGoHi Right now it might seem very unfair what is going on, because you collected resources and now they became equally worthy like the tools of someone collecting them much more recently. It is true, but it would have been unfair to allow you to start with the enormous stockpiles too. I allow you to split stacks with wishpoints, its still better than nothing. Now the why this system is designed in such a way that it will actively influence grinding and turn it from a retard-repetitive action, into something that will make you think from time to time. When you gather enough resources, you could go on and collect more (pointless but possible, or not so pointless depending what you aim for, like byproducts for example). OR you could be a little bit smarter and go ahead and process those resources on one of the many ways that are now available or will shortly be through the use of fillable clickables. In this way, the gameplay accommodates grinding too but gives it a slight twist, making those that are more careful and strategic do better over those that are just repetitive and ignorant. Also, this is a representation of expiry term for some resources (true not for all). For example, you gather tree bark, but after you gather a lot, the old one will start to rot as you pile up new stacks over it. In reality, you never get 1+1+1=3 with hgih accuracy, you will get something more like 1+1+1=2.8 so to say. This is just a minor factor anyway but its supposed to make resources a concept that referrers to them in terms of "enough" or "not enough" and not as quantity. We need quantity count however because enough might be one value for one thing and an other for the other thing. Its a lot more interesting and strategic. Having things this way is unique , you can't find it in any game, yet if seen in terms of enough/not enough, it makes perfect sense. Getting byproducts only if you dont have them, allows for the careful players to gather more by passing them to an aid, and encourages cooperation. Also it puts the map in motion, people will have to migrate to different places to actually use tha gathered resources. This combines perfectly with the land loyalty system that gives points depending where you are, in other words, depending on where you perform your activity. Hope it helps understand this concept better and endure the sudden economic collapse easier Edited April 14, 2016 by Muratus del Mur Sephirah Caelum, lashtal, Rophs and 3 others 5 1 Quote Link to comment Share on other sites More sharing options...
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