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Town status decay rate?

 
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Mallen Atrinoch



Joined: 29 Nov 2007
Posts: 5

PostPosted: Tue Dec 04, 2007 7:07 am    Post subject: Town status decay rate? Reply with quote

This probably isn't a bug but it seemed odd enough to ask. I was just testing the town status screen for bugs and spent over 300,000 in one go improving the city of Kashgar.

When I logged on this morning it seems that almost all of that has now been cancelled out with most of the conditions dropping back to 'Incredibly high'. Is the condition meant to decay on every town attribute every day without anyone sabotaging it? The weird thing is that crime, housing and marketplace didn't decay at all, they remained negligible. Only the stats I'd paid to increase actually decayed.

It just seems like a waste of money for anyone to bother investing 280,000 - 560,000 per day just to maintain the status and even more if they want to improve it. There doesn't seem to be enough direct benefit at the moment for people to want to do it for any longer than it takes to get their reputation to whatever level they want it at.

Maybe it would help if you could click on the names of the attributes to get a description of what that stat actually does and how improving it will affect the player?
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John



Joined: 09 Oct 2007
Posts: 392

PostPosted: Tue Dec 04, 2007 3:19 pm    Post subject: Re: Town status decay rate? Reply with quote

Mallen Atrinoch wrote:
This probably isn't a bug but it seemed odd enough to ask. I was just testing the town status screen for bugs and spent over 300,000 in one go improving the city of Kashgar.

When I logged on this morning it seems that almost all of that has now been cancelled out with most of the conditions dropping back to 'Incredibly high'. Is the condition meant to decay on every town attribute every day without anyone sabotaging it? The weird thing is that crime, housing and marketplace didn't decay at all, they remained negligible. Only the stats I'd paid to increase actually decayed.

It just seems like a waste of money for anyone to bother investing 280,000 - 560,000 per day just to maintain the status and even more if they want to improve it. There doesn't seem to be enough direct benefit at the moment for people to want to do it for any longer than it takes to get their reputation to whatever level they want it at.

Maybe it would help if you could click on the names of the attributes to get a description of what that stat actually does and how improving it will affect the player?


This still needs work, and the main way the cities will be improved over tiem is with people having buildings there paying taxes on their upkeep. I've given all of the cities a bunch of money so they will hopefully improve over time, and tried to fix the updating so the three things that didn't decay will decay now. Smile

We still need to fill in details on the city status but some things that happen are that if the food is low, you don't get food. If the marketplace is low, you can't craft items. If the schools are low, you can't train your workers. And other things like that.

You're not supposed to have to keep putting money into the cities each day, but instead they should take care of themselves as players buy and sell things there and build buildings there. I've given you 300k back because this is still buggy and I don't want you having to spend all of your money doing something that still needs to be fixed.
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Mallen Atrinoch



Joined: 29 Nov 2007
Posts: 5

PostPosted: Tue Dec 04, 2007 7:40 pm    Post subject: Reply with quote

The refund is appreciated but this is beta testing, I'm playing to make things go wrong as much as possible. *chuckle* At least I can use the cash to test a bunch more things now.

Quick question about town buildings...

Is the available space for buildings going to be infinite or is each town going to have a limited building capacity?

People might not want to invest in towns and such if their hard earned cash is going to benefit their competiors just as much. Having a limited number of buildings per town would place space at a premium and give people a reason to dig into a certain location or region. Alliances or 'trading consortiums' could be formed controlling certain areas. Not to mention the possibility of resale or rental of buildings to other players.

I was just wondering on the grounds of how much of an inter-player economy there's going to be. Personally, the thing I find really interesting about this game concept is the potential for a real trading market where you can cooperate or compete with other players on a large scale. Is there going to be that sort of depth to the economy or is it going to focus on solo, take things from here to there, play more than anything else?
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John



Joined: 09 Oct 2007
Posts: 392

PostPosted: Tue Dec 04, 2007 8:49 pm    Post subject: Reply with quote

Mallen Atrinoch wrote:
The refund is appreciated but this is beta testing, I'm playing to make things go wrong as much as possible. *chuckle* At least I can use the cash to test a bunch more things now.

Quick question about town buildings...

Is the available space for buildings going to be infinite or is each town going to have a limited building capacity?

People might not want to invest in towns and such if their hard earned cash is going to benefit their competiors just as much. Having a limited number of buildings per town would place space at a premium and give people a reason to dig into a certain location or region. Alliances or 'trading consortiums' could be formed controlling certain areas. Not to mention the possibility of resale or rental of buildings to other players.

I was just wondering on the grounds of how much of an inter-player economy there's going to be. Personally, the thing I find really interesting about this game concept is the potential for a real trading market where you can cooperate or compete with other players on a large scale. Is there going to be that sort of depth to the economy or is it going to focus on solo, take things from here to there, play more than anything else?


The limit in buildings will be per player so you can put as many as you want in a single city. However, the buildings become slightly more expensive as more people build in a certain town so it might be useful to build elsewhere. On the other hand as people building a city, the upkeep goes to the city's treasury which will keep the city from decaying.

We might consider limiting certain kinds of buildings in certain cities if they have special benefits. I can see where you might want to do that. We are open to suggestions for the game since we want to put as much in as we can to make the game as interesting as possible.

Maybe as a start, we will up the price increase as more people put buildings into a town to encourage people to go elsewhere. I think it would be more interesting to raise the prices faster, so I will put that in and try it first.
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John



Joined: 09 Oct 2007
Posts: 392

PostPosted: Tue Dec 04, 2007 8:52 pm    Post subject: Reply with quote

Mallen Atrinoch wrote:
The refund is appreciated but this is beta testing, I'm playing to make things go wrong as much as possible. *chuckle* At least I can use the cash to test a bunch more things now.

Quick question about town buildings...

Is the available space for buildings going to be infinite or is each town going to have a limited building capacity?

People might not want to invest in towns and such if their hard earned cash is going to benefit their competiors just as much. Having a limited number of buildings per town would place space at a premium and give people a reason to dig into a certain location or region. Alliances or 'trading consortiums' could be formed controlling certain areas. Not to mention the possibility of resale or rental of buildings to other players.

I was just wondering on the grounds of how much of an inter-player economy there's going to be. Personally, the thing I find really interesting about this game concept is the potential for a real trading market where you can cooperate or compete with other players on a large scale. Is there going to be that sort of depth to the economy or is it going to focus on solo, take things from here to there, play more than anything else?


Also we hope to make the crafting system more robust and useful and make it difficult to have all of the crafting specialties by requiring certain things to be crafted in certain cities. But for now I've upped the cost of buildings as more people buy them in a city which will hopefully encourage people to go to different cities.
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Oriyana



Joined: 28 Nov 2007
Posts: 11

PostPosted: Tue Dec 04, 2007 9:54 pm    Post subject: Reply with quote

LoL I'd been improving schools as well, oh well at least I got the reputation points
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