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Release 3.1.004 Preview

Posted: Sat Dec 22, 2018 1:59 pm
by Amaryllis
Release 3.1.004 is coming...

Highlights for this release are:

- After registering, all players will see a YouTube Video with an Introduction to the UI/Gameplay for the game. This should help those who are more visual to get a better idea of how to do daily game play in the game.
- Weather Delay can be between 1 to 3 hours and will increase travel times. Snow Delay is randomly generated due to bad snowy conditions on a particular node. Players will be able to either salt the node they are on or the General can hire a peasant team to use salt on any node controlled by the VR.
- Peasants will be able to be hung by either the Sheriff (locally) or at the VR level by hiring out by the General
- Armies can be used to instill fear in the peasants
- Change Temple Sacrifice to use the scraps system like the Recycle options
- Fix to cause Scarecrows to actually decay

Additional fixes and tweaks were also done.

Re: Release 3.1.004 Preview

Posted: Sun Dec 23, 2018 1:47 am
by Duke_of_Earl
Amaryllis wrote:
Sat Dec 22, 2018 1:59 pm
Release 3.1.004 is coming...

Highlights for this release are:

1- After registering, all players will see a YouTube Video with an Introduction to the UI/Gameplay for the game. This should help those who are more visual to get a better idea of how to do daily game play in the game.
2- Weather Delay can be between 1 to 3 hours and will increase travel times. Snow Delay is randomly generated due to bad snowy conditions on a particular node. Players will be able to either salt the node they are on or the General can hire a peasant team to use salt on any node controlled by the VR.
3- Peasants will be able to be hung by either the Sheriff (locally) or at the VR level by hiring out by the General
4- Armies can be used to instill fear in the peasants
5- Change Temple Sacrifice to use the scraps system like the Recycle options
6- Fix to cause Scarecrows to actually decay

Additional fixes and tweaks were also done.
1. This is a fantastic idea. Terrific!
2. Sounds fair. Increases realism. Good good.
3. Interesting. I knew this one as on the horizon. With or without a trial or the peasants?
4. Sounds like a plan. Can they also be used to instill Hope? or rather, fear in enemy peasants but hope in those under the armies protection / sharing a VR flag?
5. Uh-Oh! ... I'm suddenly worried by the sound of this one.
6. Alright, good good, tnx.

Can we have some more elaborations as to point 5?
I hope we aren't loosing the capacity of temples to create new Freznics?!?

Re: Release 3.1.004 Preview

Posted: Sun Dec 23, 2018 10:49 pm
by Amaryllis
Duke_of_Earl wrote: 5. Uh-Oh! ... I'm suddenly worried by the sound of this one.

Then you might worry. ;)

Re: Release 3.1.004 Preview

Posted: Sun Dec 23, 2018 11:27 pm
by balerion
Please give clarification.

Re: Release 3.1.004 Preview

Posted: Mon Dec 24, 2018 3:48 am
by Rannek
I mean it seems pretty self explanatory at this point. Instead of the temple burning stuff and turning it into money, it turns into various scraps depending on what it is you're sacrificing.

Unless that's what you want clarification on? What turns into what scraps?

Re: Release 3.1.004 Preview

Posted: Mon Dec 24, 2018 9:36 am
by balerion
Le sigh. This arbitrary change with absolutely no warning is going to cost me thousands of frenzics. It will cost the Imperian temple something like a thosand.

Re: Release 3.1.004 Preview

Posted: Mon Dec 24, 2018 10:14 am
by Duke_of_Earl
Rannek wrote:
Mon Dec 24, 2018 3:48 am
I mean it seems pretty self explanatory at this point. Instead of the temple burning stuff and turning it into money, it turns into various scraps depending on what it is you're sacrificing.

Unless that's what you want clarification on? What turns into what scraps?
Atm, or as of yesterday anyway, the temple recycles things at an 11% rate of return in F over the minimum purchase price of an item.
1st concern: Will temple recycling still generate a 'profit' or will it produce fewer scraps per item than what amounts to an 11% return over the minimum price of the item.

Atm, or as of reset this morning anyway, it seems for example that ore prices remain at 5F minimum market price, but recycle for 4.5F rather than 5.55F.
This may be a step in the conversion to a scrap system. Among other things, it means extra trouble already in passing ores through TH bought @5F sold for 5.50 and recycled at 5.55. When fully a scap system, this will drastically effect how VR's can liquidate ore, if at all. It means an end to funding all the projects we fund with ore; All of Them; and a shift to having to run the VR on cash income alone rather than on it's mineral wealth - which means belt tightening policies.

I've warned of this day for years, insisting we should have maintained all sectors in the black and not rely on ore as a crutch.

2nd concern. If scraps rather than F and not @ a profit, then overturn of temple products will become reliant on demand for products rather than as means of sweeping markets of junk items that have no demand. Markets will fill with weed itmes and stagnate as products that before could daily/weekly be removed and bestow cash onto the players will just sit there unsold. i.e this removes a market management tool from the box.
It eliminates the potential use of the Hoover item strategy for new player workshop leveling too.
It slows things down and adds difficulty; which I now some people argue is good, but not I think when we are trying to grow the playerbase.
Removing a means for lower levels to overturn product for cash in a timely manner I predict will have a more negative impact than a positive one.

Re: Release 3.1.004 Preview

Posted: Mon Dec 24, 2018 11:40 am
by Alder
May be worth noting that each workshop still has an item that can be bought by peasants that they can mass produce if they are grinding workshop skills... so, it's not as if the only item sink is being removed here (or the primary one, in my experience... I never felt like I was selling much to the temple).

Also worth noting that the rate at which peasants buy these items varies massively and, for some workshops, this won't be too much of a factor.

That said, I don't think Duke's concerns about how this could affect the game's economy are irrelevant. I'd reserve judgement until I see the effect it has, but since we don't even have the primary use of scrap coded into the game yet, it feels a little early to make this change.

Re: Release 3.1.004 Preview

Posted: Mon Dec 24, 2018 12:17 pm
by balerion
Is there any chance you'll permit the temples and players to not lose money so long as no Viceregal goods are processed?

@Zachrin

I won't pretend I'm happy with the VR inventory taking a 20% hit to it's value either, but I'm personally responsible for the temple and don't want it to suddenly hemmorage money because of what seemed a reasonable decision to keep items in the inventory.

Re: Release 3.1.004 Preview

Posted: Mon Dec 24, 2018 12:43 pm
by Alder
I don't see that players are losing any money over this...

I personally don't really see this change as an issue... or, at least, not the same sort of issue as Bal and Duke seem to.

The recent take over of Widu, clearing out of a VR's and university's inventories and a town's market shows that a hit MUCH bigger than this doesn't actually lead to problems that can't be overcome with a bit of interaction between players.

My issue with it is that scrap still isn't integrated into the game properly, so it feels like mismatching mechanics in the game. This might have been better if the scrap changes had all come at once.

That said, there is now 'some' use for scrap in game, especially for players grinding workshop experience, so I really don't see this as any more than a minor niggle about how this could have been 'better'... I don't see this as something particularly bad.

I can see these changes making it a lot easier to grind workshop xp, but perhaps a little harder to make money while doing so.