Play Now Login Create Account
illyriad
  New Posts New Posts RSS Feed - 31Aug2012: Workshop Specialisation
  FAQ FAQ  Forum Search   Register Register  Login Login

Topic Closed31Aug2012: Workshop Specialisation

 Post Reply Post Reply Page  <1 23456>
Author
 Rating: Topic Rating: 2 Votes, Average 5.00  Topic Search Topic Search  Topic Options Topic Options
Faldrin View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 03 Sep 2010
Status: Offline
Points: 239
Direct Link To This Post Posted: 01 Sep 2012 at 15:16
Originally posted by dunnoob dunnoob wrote:

Originally posted by GM ThunderCat GM ThunderCat wrote:

The February fix for destroyed buildings still producing resources and maintaining their queues (http://forum.illyriad.co.uk/14feb12-bug-fix-love-3_topic3176_post38945.html) did not behave correctly. In line with the above changing building levels, this has now been corrected.
Eh, I wasn't aware that this was supposed to be an incorrectly fixed bug, and used it for a straight forward "all build queues must be busy" strategy.

The new behaviour is far more intuitive, and I don't care about lost basic resources.  

But I also had lots of cows queued in temporarily non-existing buildings.  Limited plots and the crafting research in essence require to switch dummy buildings at level 1, and filling queues while at it was perfectly plausible.  You should return those lost cows.  The level 0 building times were slow, e.g., 2000 queued saddles were expected to be ready months later.
and you keep complaining about how you have lost stuff in an exploit? Seriously?
Back to Top
jordigui View Drop Down
Wordsmith
Wordsmith


Joined: 20 Jun 2010
Status: Offline
Points: 157
Direct Link To This Post Posted: 01 Sep 2012 at 15:17
Sorry, but I must express my discontent in changing the crafting times.
We (at least I) have taken decisions based on all information available. and one of them was crafting times. With previous crafting times it was very difficult if not impossible to be able to equip a "big" army with crafted equipment.
 Based on this, I took decisions and did very important investments on normal equipment, expecting prices to go up do to a lower production and still a high demand.
 However, with your change, completely arbitrary and without warning, changes all playing conditions. On my case, the production will not be that lower (and demand will drop), and so prices will not raise, but most surely they will drop too.
 Thanks for making me some hundred millions poorer with this arbitrary change.

 Moreover, as some other players have already said, I am also quite unhappy with the current trend of this game that favours players that are able to be logged in the longest possible. Before, with 30 minutes a day you could have everything working in your cities and perform well. Currently, if you wanna perform well, you need several hours a day.

 TH
Back to Top
Rorgash View Drop Down
Postmaster
Postmaster
Avatar

Joined: 23 Aug 2011
Status: Offline
Points: 894
Direct Link To This Post Posted: 01 Sep 2012 at 15:25
its a max of 40% decrease in time instead of 35% Confused how does that lose you hundred of millions?

im quite happy that i can play the game and have fun for more then 30 minutes aday.


Edited by Rorgash - 01 Sep 2012 at 15:28
Back to Top
Faldrin View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 03 Sep 2010
Status: Offline
Points: 239
Direct Link To This Post Posted: 01 Sep 2012 at 15:27
Originally posted by jordigui jordigui wrote:

Sorry, but I must express my discontent in changing the crafting times.
We (at least I) have taken decisions based on all information available. and one of them was crafting times. With previous crafting times it was very difficult if not impossible to be able to equip a "big" army with crafted equipment.
 Based on this, I took decisions and did very important investments on normal equipment, expecting prices to go up do to a lower production and still a high demand.
 However, with your change, completely arbitrary and without warning, changes all playing conditions. On my case, the production will not be that lower (and demand will drop), and so prices will not raise, but most surely they will drop too.
 Thanks for making me some hundred millions poorer with this arbitrary change.

 Moreover, as some other players have already said, I am also quite unhappy with the current trend of this game that favours players that are able to be logged in the longest possible. Before, with 30 minutes a day you could have everything working in your cities and perform well. Currently, if you wanna perform well, you need several hours a day.

 TH

YOu need the "old" resources to build the new. I cant see how that will lower he price. I would say it will make the prices higher! So It seems like you have made a good deal ;-)
Back to Top
jordigui View Drop Down
Wordsmith
Wordsmith


Joined: 20 Jun 2010
Status: Offline
Points: 157
Direct Link To This Post Posted: 01 Sep 2012 at 15:50

 @ Rorgash, you said:
its a max of 40% decrease in time instead of 35% Confused how does that lose you hundred of millions?

im quite happy that i can play the game and have fun for more then 30 minutes aday.

 But then the reality (crafting times) are much different, from 4 hours to 53 minutes is just a 40% decrease? You need some more work in math ...

Crafting Times
The per level item bonus speed from crafted buildings has increased from +1.75% to +2%. 

The base times for crafted items has been reduced: 
Horses 4hrs -> 53min;  Chain 4hrs -> 53min; Leather 2h 45min -> 37min; Plate 4hrs 30min ->  1hr; Bows 3hr 30min ->  47min; Spears 2hr 15min -> 30min; Swords 3hrs -> 40min


 Anotehr thing is that you can enjoy it for more than 30 minutes a day. No one says that is bad. What I complaint is that you require hours to be competitive. Previously, you required 30 minutes and then you could have fun, which is completely different.


 @ Faldrin, ok, maybe they won't decrease that much because you still need them to buld the others. But before if in 1 day you could make 6 chains, now you can do 25 a day. So you will require to buy less and so price will not increase that much (or could even decrease).

 TH

Back to Top
dunnoob View Drop Down
Postmaster
Postmaster
Avatar

Joined: 10 Dec 2011
Location: Elijal
Status: Offline
Points: 800
Direct Link To This Post Posted: 01 Sep 2012 at 15:55
Originally posted by Faldrin Faldrin wrote:

you keep complaining about how you have lost stuff in an exploit? Seriously?
Yes, this is a serious complaint, as I said:  I wasn't aware that this was supposed to be an incorrectly fixed bug.  I considered it as widely known oddity.  Nothing is wrong with changing this oddity, but just destroying all queued goods retroactively is utter dubious.  

It certainly wasn't my decision that this feature was a bug, or vice versa, and it's also not my fault that a fix didn't work as expected.  In fact by looking at my petitions the GMs can guess that I would have reported it if I had any reasons to believe that it was a failed bug fix.  

As it happens I never queued more than 1999 in temporary buildings, and I captured the cows for their relevant queues less than four weeks ago, so my losses are no disaster, maybe 10K cows lost for whatever level 0 produced in this time.   But other players in the same situation might have queued far more, and can't afford to see it destroyed now.
Back to Top
JimJams View Drop Down
Forum Warrior
Forum Warrior
Avatar

Joined: 20 Sep 2011
Location: Italy
Status: Offline
Points: 496
Direct Link To This Post Posted: 01 Sep 2012 at 15:59
Originally posted by Faldrin Faldrin wrote:

Originally posted by dunnoob dunnoob wrote:

Originally posted by GM ThunderCat GM ThunderCat wrote:

The February fix for destroyed buildings still producing resources and maintaining their queues (http://forum.illyriad.co.uk/14feb12-bug-fix-love-3_topic3176_post38945.html) did not behave correctly. In line with the above changing building levels, this has now been corrected.
Eh, I wasn't aware that this was supposed to be an incorrectly fixed bug, and used it for a straight forward "all build queues must be busy" strategy.

The new behaviour is far more intuitive, and I don't care about lost basic resources.  

But I also had lots of cows queued in temporarily non-existing buildings.  Limited plots and the crafting research in essence require to switch dummy buildings at level 1, and filling queues while at it was perfectly plausible.  You should return those lost cows.  The level 0 building times were slow, e.g., 2000 queued saddles were expected to be ready months later.
and you keep complaining about how you have lost stuff in an exploit? Seriously?

Exploit? Even if I didn't missed the february one line advice about the issue, all the stuff queued before that date cannot be called an exploit. 
Before february there was no reason to think this was not working as intended, so it was legit to work a strategy around it.

And all the people who normally use to have LONG queue (I have some up to 600 days), incurred in this "feature" just demolishing the production building when they needed to build those new gathering/crafting/trading buildings. If you look my two messages you can notice which kind of queue I lost, and you will immediatly know I demolished the less usefull to make space.

So please stop calling us exploiters. I personally reported a lot of "nice to use" bugs, and I will do it when I will find more. But I also like to use all the game features in all the possible ways, also thinking out of the box.
Back to Top
Rorgash View Drop Down
Postmaster
Postmaster
Avatar

Joined: 23 Aug 2011
Status: Offline
Points: 894
Direct Link To This Post Posted: 01 Sep 2012 at 16:02
@ jordigui  the buildings speed increase per lvl is 5% faster, i read the post as the speed was for the building lvl. but atleast they changed to so that the weapons wont take a year to make for a few troops :P
Back to Top
GM Luna View Drop Down
New Poster
New Poster
Avatar
Community Manager

Joined: 22 Oct 2011
Location: Illyriad
Status: Offline
Points: 2042
Direct Link To This Post Posted: 01 Sep 2012 at 16:17
Let's please not argue the semantics of "oddity" vs. "anomaly" vs. "bug" vs."exploit" or whatever else. The feature didn't work as intended for a long time (our fault), and now it does. I apologize for the inconvenience and confusion, but we don't apologize for fixing the mistake. 

And I promise I'm not going to sew any scarlet "E's" to anyone's shirt who used the loophole. Live and learn and all that stuff. ;)

Luna
GM Luna | Illyriad Community Manager | community@illyriad.co.uk

Back to Top
abstractdream View Drop Down
Postmaster General
Postmaster General
Avatar

Joined: 02 Oct 2011
Location: TEXAS Republic
Status: Offline
Points: 1865
Direct Link To This Post Posted: 01 Sep 2012 at 16:46
I didn't know about this semantically obtuse game mechanic, however it seems to me that anyone who went to the trouble of planning a strategy around such a thing should have understood the inherant risk involved, regardless of how small and unlikely to happen it might have seemed.

I'd like to echo the Military Outfitter sentiment. I am paying Swordsmen to stand around at riding school because they can't seem to figure out how to GET ON a friggin' horse!
Bonfyr Verboo
Back to Top
 Post Reply Post Reply Page  <1 23456>
  Share Topic   

Forum Jump Forum Permissions View Drop Down

Forum Software by Web Wiz Forums® version 12.03
Copyright ©2001-2019 Web Wiz Ltd.