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Direb
New Poster
Joined: 10 May 2010
Status: Offline
Points: 23
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Topic: 31Aug2012: Workshop Specialisation Posted: 04 Sep 2012 at 17:59 |
Glad this is now implemented, thanks Devs. Rather than raise a petition I may as well throw this one into the thread. I set up a rather long build queue then specialised my workshop to see the difference. It seems you may need to revisit the code as there was no difference and now I have an 11 day build queue instead of the 2.5 days I would have if I didn't want to see the numbers magically decrease Not a burning issue for me as lets face it resource availability will impede me anyway but you may want to look at this.
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lokifeyson
Forum Warrior
Joined: 29 Jul 2010
Status: Offline
Points: 211
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Posted: 04 Sep 2012 at 08:46 |
lol, well i never did get any mails, heck im not sure i had anything in que even, maybe some crafting stuff...
all in all thanks for "fixing" it then :)
keep on making illy great, cant wait to get the game feeling "done" or "whole" again, at least for a bit
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DeathDealer89
Postmaster
Joined: 04 Jan 2012
Status: Offline
Points: 966
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Posted: 03 Sep 2012 at 04:19 |
Actually before the update there was no way you could craft items in time. I had/still have massive quantities that needed to be crafted. After the update it is more in tune with what could actually be gathered.
For the rarest things yea maybe silversteel will be limited, but for the more basic ones it will be crafting time not access to the materials.
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TomBombadil
Greenhorn
Joined: 15 Aug 2012
Status: Offline
Points: 78
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Posted: 02 Sep 2012 at 12:08 |
I'd love the ability to specialise all my quarry horses!
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Endrok
Wordsmith
Joined: 12 May 2012
Location: United Kingdom
Status: Offline
Points: 104
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Posted: 02 Sep 2012 at 10:30 |
Horse specialisation at a Quarry! I'm pretty sure this isn't supposed to happen!
(I've seen it more that once)
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The_Dude
Postmaster General
Joined: 06 Apr 2010
Location: Texas
Status: Offline
Points: 2396
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Posted: 01 Sep 2012 at 22:47 |
GM Luna wrote:
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 |
LOL! @ Scarlet E.
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hellion19
Forum Warrior
Joined: 01 Aug 2012
Status: Offline
Points: 310
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Posted: 01 Sep 2012 at 22:46 |
I mostly agree with Luna as far as the times go. Most of the price will be the cost of the resources itself and the time is not a major factor. I mean yes it could of been included in the price but I doubt it would be that major of a factor once more of it starts making it to the market.
Early on the price is whatever you want it to be as the suppliers are fairly limited as they are supplying their own guilds and own armies so if your trying to sell them outside of that its a sellers market atm. If you want to actually buy the equipment to gear up your army your usually at the mercy of whatever they feel like charging until competition sets in a bit more and even then with a fractured market the competition will be severely limited to the point of there likely being multiple small monopolies in different resources to drive the price higher.
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GM Luna
New Poster
Community Manager
Joined: 22 Oct 2011
Location: Illyriad
Status: Offline
Points: 2042
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Posted: 01 Sep 2012 at 22:34 |
Buridan wrote:
Meanwhile, as you are debating the strategic level merits of the change the fact is that the actual implementation is seriously borked. I started a brand new build of Vanguard's Chainmail this morning and supposedly I can build it at a rate of 1.41 per hour. Well its more than 11 hours later and my production summary says that I have made a grand total of 6 of them.
Even worse, my inventory says I only have 3.
I've got similar examples in most of my cities.
By the way, I love the change to the crafting speeds but come on devs get the actual server math to match what you post in the forums.
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Thanks for the petition about the issue. We'll look into it as soon as is possible.
Luna
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GM Luna | Illyriad Community Manager | community@illyriad.co.uk
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Buridan
New Poster
Joined: 02 Feb 2012
Status: Offline
Points: 34
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Posted: 01 Sep 2012 at 22:22 |
Meanwhile, as you are debating the strategic level merits of the change the fact is that the actual implementation is seriously borked. I started a brand new build of Vanguard's Chainmail this morning and supposedly I can build it at a rate of 1.41 per hour. Well its more than 11 hours later and my production summary says that I have made a grand total of 6 of them.
Even worse, my inventory says I only have 3.
I've got similar examples in most of my cities.
By the way, I love the change to the crafting speeds but come on devs get the actual server math to match what you post in the forums.
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Rill
Postmaster General
Player Council - Geographer
Joined: 17 Jun 2011
Location: California
Status: Offline
Points: 7078
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Posted: 01 Sep 2012 at 21:22 |
GM Luna wrote:
There were a lot of legitimate complaints about the time it would take to create enough equipment to outfit a decent sized army. I think the real limitation in the crafting system is access to resources required. So easing the time requirement on crafting is something that should be a win/win for anyone interested in crafting.
Luna |
And a lose/lose for people not interested in crafting. And a win/lose for gatherers -- while it increases demand for gathered stuff (good) it also increases competition for the stuff (not so good).
Build times were too long to be practical. We have been arranging our play for a month based on those times. Now they are different and we shall arrange our play differently.
The people I feel most compassion for is people who have been crafting for all this time. Now someone can accomplish in a few days what they have struggled for a month to do.
Reducing the build times is probably the right thing to do. However, the way crafting has been implemented has left something to be desired. I guess it is a compliment to the Illyriad team that such post hoc changes to fiddle with "balance" are the exception rather than the rule.
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