Gen_Axis Report post Posted November 23, 2004 (edited) Remove the new harvesting system and implement this one First of all: - remove last update (harvesting/producing part i meant) - remove teleport event - stay with rest bad events, lvls, and failing rate Now ill explain whats my idea: - rename most important caves ( crystal cave and morcraven mine etc.) with most needed resources, which are close to storages to mines. - put an owner to each mine (for example: crystal cave will belong to Corren - DP City and Morcraven Mine is uhm Dwarf Colony or something) - put a NPC at each entry of mine - set a entry fee (for each mine) So players will have to pay for materials (they won't be longer free - not all i mean, but for examle iron ore, silver ore will be) or looking for free far far away from storage. Ok, now: NPC will be selling and buying materials that you can harvest in his mine. If you click on mine entrance same NPC (dialogue box) will ask you if you want to pay for enter for example 200gc* if yes you will enter, if no not. So if you have to collect toons of materials you will have to pay each time you visit mine :-) Thats for sure stops macroers, cuz even if you will seat whole day in mine and harvesting you need many turn walking to and from storage to store em, and you have pay each time enter mine. Second plus: admin can change entry fee depending of 'how eceonomy is doing' ex. if too many stuff on market he raising fee drastically due to let's say recession... so ppl will making less and prices should going up. if too few lowering fees due to economy boom :-) I think its good way you can control market. Also fees for different mines can be different, dependably what resource they have. Please consider this solution. PS. Also you can join reasoning thing 'developed' by Rya in Suggestions/Harvesting System post. Edited November 23, 2004 by Gen_Axis Share this post Link to post Share on other sites
Brian_Huting Report post Posted November 23, 2004 I agree with gen with this. This is a really good selution and i think lots of players will stay now. So to the updaters plz do this Share this post Link to post Share on other sites
Nidan Report post Posted November 23, 2004 Hmm, it seems like a nice idea, but i think its bad for low level players. If you can only carry 50 iron ores, its much more expensive ore than if you can carry 200. So maybe make a tax on it when leaving the mine. Disable rings and beams out of the mine, and only make it possible to exit if you pay the tax, or leave the ores behind... On second thought, if you make bars in the mine, you dont have to carry out any ores at all in this way. So maybe you should pay a fee based on your carry capacity. Share this post Link to post Share on other sites
Ryuu Report post Posted November 23, 2004 sounds good, but yes, i think it would incourage p/c pumping, which is not nessisarily a bad thing... Share this post Link to post Share on other sites
EclonisDureva87 Report post Posted November 23, 2004 i really like this idea... except for the tele nexus thing going away. i like it cause it's seriously funny when it happens to other players :lol: Share this post Link to post Share on other sites
Aepox Report post Posted November 23, 2004 OMG I LOVE YOU AXIS!!!! Making 10 leather gloves in 10 minutes SUCKS Share this post Link to post Share on other sites
elvenpyro Report post Posted November 23, 2004 i have one suggestion to the autoharvesting system. Maybe you could make it optional, in the control panel (like the sitlock feature) so that those who want it can and those who don't want it don't have to. Share this post Link to post Share on other sites
Gen_Axis Report post Posted November 23, 2004 Ok, including Nidan's and elvenpyro's suggestion... Update for idea - Turn off autoharvester at all (c'mon i know if someone want he can make or get one using with client) - Fee will be depending of your max load (carry/your emu whatever you call it) so the main fee will be set for load = 500 emu (for ex. 200gc) and each 20 emu will be changing +- 5% (so 480 emu = 190gc, 460 emu = 180gc... till 100emu and under will be free - anyway with low emu you wont make much, and 2nd side 520 emu = 210gc etc.) Thats better for n00bs :-) Share this post Link to post Share on other sites
Cpp Report post Posted November 23, 2004 Umm, how do you expect people to do massive production with this system? You would probably need someone with 100 emu do the running or else everything would cost much. Higher level players with second characters for hauling with 100 emu? Sounds funny. Just thinking how it can change things... Aside from that, it's a pretty good idea. Share this post Link to post Share on other sites
Gen_Axis Report post Posted November 23, 2004 (edited) Thats why entry fees will be changeable, higher fees -> less production -> low item -> prices going up -> lower fess -> higher production -> many items -> prices going down. And admin will control market by this (just a suppose) And about 100 emu now, well if you want to go 45 times to mine for for example 1000 iron ore free (including pickaxe weight), or pay 4 times fee your choice, anyway money amount will be halted... so prices wont go down (suppose again) Remove newest update ! Consider this plz ! Edited November 23, 2004 by Gen_Axis Share this post Link to post Share on other sites
golduck Report post Posted November 23, 2004 (edited) this is the best idea i seen i go with this idea plz plz chosse this 1 lol Edited November 23, 2004 by golduck Share this post Link to post Share on other sites
freeone3000 Report post Posted November 23, 2004 Or maybe a cleared pass, as in you are allowed access to that mine for the next X (10??) minutes. Makes it less of a diffrence. Only change is travel time. Share this post Link to post Share on other sites
Buuhan1 Report post Posted November 24, 2004 i don't like the idea of paying,you go in there to make money but instead your wasteing it,its no fun Share this post Link to post Share on other sites
Guest Kelim Report post Posted November 24, 2004 The idea is brilliant; however here is an alternative suggestion on how to charge for harvesting. All the resources in real life are limited; the same should be done in EL. You would have to buy quota (license) on the amount of the items that you need to harvest. So there would be NPCs selling quotas, for example 1 sulfur would cost you 0.1 gc, 1 silver ore 0.3, 1 iron ore 0.4 etc. So if you want to harvest 100 sulfur you would go to the NPC and buy quota for that amount paying 10 gc. This way you do not need to block the caves so the players would be able to use the rings and teleportation to move around faster if they have the ability. It would not interfere with the teleportation nexus, because you could get back to harvesting at any time as long as you have the quota. It will control the flow of the overall wealth in the game having resources going in and out of the game constantly. The above figures are just a suggestion and can be adjusted to be more suitable for each resource; some resources probably should stay free. May be an amount of quota that can be purchased by one player per day has to be limited as well, therefore making it sensible for the players to be able to sell their quota to the other players creating second market for it. Unfortunately I am not a great expert in the programming and therefore not sure how complicated would be to implement the above, but it seems to be a relatively simple and sensible idea. Share this post Link to post Share on other sites
Nidan Report post Posted November 24, 2004 The idea is brilliant; however here is an alternative suggestion on how to charge for harvesting. All the resources in real life are limited; the same should be done in EL. You would have to buy quota (license) on the amount of the items that you need to harvest. So there would be NPCs selling quotas, for example 1 sulfur would cost you 0.1 gc, 1 silver ore 0.3, 1 iron ore 0.4 etc. So if you want to harvest 100 sulfur you would go to the NPC and buy quota for that amount paying 10 gc. This way you do not need to block the caves so the players would be able to use the rings and teleportation to move around faster if they have the ability. It would not interfere with the teleportation nexus, because you could get back to harvesting at any time as long as you have the quota. It will control the flow of the overall wealth in the game having resources going in and out of the game constantly. The above figures are just a suggestion and can be adjusted to be more suitable for each resource; some resources probably should stay free. May be an amount of quota that can be purchased by one player per day has to be limited as well, therefore making it sensible for the players to be able to sell their quota to the other players creating second market for it. Unfortunately I am not a great expert in the programming and therefore not sure how complicated would be to implement the above, but it seems to be a relatively simple and sensible idea. thats not bad at all But i dont like a maxiumum quota per player per day. Some players really make a living out of harvesting related activities. They might do iron bars all day. I think if there is a maximum, they dont know what to do with the rest of their days Also, we might need a new screen that summarizes how much quota of each item you have. Item: Quotum: silver ore 591 iron ore 404 sulphur 361 titanium ore 455 And what would REALLY rock is if the prices of the quota are dynamic. If there are only a few people in the mine, it would cost very little to upgrade your quotum. While if the mines are overcrowded it would be very expensive to buy more. This would allow for some strategy as to when to buy your quota If your quotum has expired, bad things will start happening very often. So you could still get more ingredients, but you would pay dearly for it (collapsing walls, hordes of bees, breaking pickaxes, etc) Share this post Link to post Share on other sites