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Topic ClosedMajor Release 04MAY

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xilla View Drop Down
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Direct Link To This Post Posted: 05 May 2010 at 02:12
Originally posted by HonoredMule HonoredMule wrote:

Following up on james, suppose one took profit as a ratio to resources gained vs resources lost, capped between 0 and 1.  "Unfavorable" trades would have no impact, and favorable trades would be scaled down according to how favorable they were.  Trade 900 x for 1000 y (a resource of equivalent value), and get score of 1000 * (1000-900 / 1000) = 100;  The other party, trading 1000 y for 900 x gets score of 900 * (900-1000 / 1000) < 0 = 0;

This is still exploitable, but I don't think any decent system can totally escape that.  If resources have a normalized value, this would at least be reasonable assessment of non-contextual benefit gained...and an exploit is going to at least be a lot of work, trading vast quantities, keeping caravans busy, risking loss to storage capacities, or juggling advanced resources that are highly valuable and desirable to loot by blockading.

I question the intellect of players going for a high trade score.  When the ability comes to take home looted resources from intercepted caravans, that score is just going to be a target on your back.


Just off the top of my head, it would be better maybe to have the trade score depend not only on the profit from the trade, but also on the productivity of your town in the traded resources. So like the more you produce in that resource, the less your score is augmented by the trade.

For example...umm
a=offered materials
b=received materials
c=productivity of the offered resource
score added s=(a+b) * (1-(a/b)) / c     (very rough, probably a better solution)

Anyway, for this example if say
you offer 200 wood for 300 iron and your productivity in wood was 10/hr
a=200, b=300, c=10    ===> s=16.67
a=200, b=300, c=50    ===> s=3.33
a=200, b=300, c=100  ===> s=1.67
a=200, b=300, c=500  ===> s=0.33

a=900, b=1000, c=10   ===> s=19
a=900, b=1000, c=50   ===> s=3.8
a=900, b=1000, c=100 ===> s=1.9
a=900, b=1000, c=500 ===> s=0.38

a=9500, b=10000, c=10   ===> s=97.5
a=9500, b=10000, c=50   ===> s=19.5
a=9500, b=10000, c=100 ===> s=9.75
a=9500, b=10000, c=500 ===> s=1.95

The only real way to exploit this would be to directly transfer to the town then trade, while at low level, so ur productivity has to stay low which is unviable as well as incredibly long-winded. I don't know. Theres probably a much better equation to use but im just demonstrating a general idea
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HonoredMule View Drop Down
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Direct Link To This Post Posted: 05 May 2010 at 02:14
I'm only briefly scanning over your post, xilla, but I think you're on the right track.  But I must get back to my regularly-scheduled ritual sacrifices to the code gods.
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Direct Link To This Post Posted: 05 May 2010 at 02:19
Personnally I don't give a damn about scores and ranking, but just curious.. how does it work when trading books and weapons against resources?

By the way, thanks for the new features, guys. you did a great job. I'm happy about magic idenfying and all..   

..MF

Edited by MFrance - 05 May 2010 at 03:17
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bow locks View Drop Down
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Direct Link To This Post Posted: 05 May 2010 at 15:34
quest diplo missions.

rrrrrrrrrr. just rrrrrrrrrrr.

you know why.

rrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr

Bow
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Direct Link To This Post Posted: 05 May 2010 at 17:31
Originally posted by bow locks bow locks wrote:

quest diplo missions.

rrrrrrrrrr. just rrrrrrrrrrr.

you know why.

rrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr

Bow


/me isn't sure whether "rrrrrrrrr" is a good thing or a bad thing...  hopefully a good thing :)
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Direct Link To This Post Posted: 05 May 2010 at 18:18
its a bad thing.

The three part baron thing that cost me a few rangers and only got me a paltry 10 leather and 5 spears, followed by 5 failed missions to find the stupid daughter, which was only successful with 10 scouts, and for what, three books?

3 books?

3 books?

a three part mission with losses and failures for 10 leather and 5 spears?

Bow
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Direct Link To This Post Posted: 05 May 2010 at 20:18
Diplomatic Mission Report - A Path Through The Marshes

lost one scout (horse etc)

gained two horses.

sheesh, i guess i should celebrate a 100% mark up?

Maybe i just expected something a bit more.

seriously, its just not worth maintaining this stuff just for this.

Im doing part 2 of the baron thing again - my scouts will be off for three hours.

Its not the percentage, or the time - its the relative volume. i dont mind losing 100 scouts and gaining 200 horses - thats useful, but one at a time at this period of the game is meaningless.
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Direct Link To This Post Posted: 05 May 2010 at 20:36
The quests really seem to be more for killing time, "fun," or scorewhoring than being a useful means to anything else.
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Direct Link To This Post Posted: 05 May 2010 at 21:00
Originally posted by GM Stormcrow GM Stormcrow wrote:


The number of new quests available is currently limited to make sure the mechanics work as intended - we will release more L2 diplomatic quests over the coming days before moving on to Military Quests (Level 3 Quests).

Once we are satisfied that Diplomatic & Military Quests are working as intended we will move on to the advanced levels of all the Quests (Trade, Diplomatic & Military).


Maybe we should wait until everything is released before firing off complaints
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Direct Link To This Post Posted: 05 May 2010 at 21:07
Originally posted by HonoredMule HonoredMule wrote:

The quests really seem to be more for killing time, "fun," or scorewhoring than being a useful means to anything else.


QFT

I view the quests as something to do while I'm waiting for my buildings to finish upgrading - plus it passes the time while I'm on conference calls.

I don't expect to win the game with what I get back from the quests.  Heck, I don't even really expect them to be a fair trade off.
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