Posts by AdriRock

    pax driving and farming low level cities (which isn't worth it) are 2 different things. the main advantage of pax drivers is getting pp for the city-pax and a lot of money, way more than RG drivers (even with newbie bonus) can get on optimal routes.

    I did mine 1kk prestige as pax driver on classic x2 server, so I understand how it works:). I wasn't talking about full time goods delivering into villages. I meant that every day u deliver at least 1 tonn of each good in each city. That provides rather good amount of pp during the round (not so big as investments, of course, but anyway it's bigger than almost 0 from raw good delivering into factories).

    if the server runs on 2x

    It is.

    And I think they'll rebalance pp for cities.

    So a good team that can levelup 4+ cities every day can boost their top player very well.

    So I think that this scenario should lower the defference in pp between pax and goods drivers.

    is it planned to nerf pp-pax and competitions aswell? currently, already, pax drivers and comp drivers are dominating and reducing the pp from city deliveries accelerates that effect

    But city players gets prestige from deliveries to their factories on factories lvlups, which pax drivers wouldn't be able to abuse as good as they did with the 20+ low level villages.

    So it will be a battle between investment + competition prestige against prestige from investments, city lvlup and deliveries to the factories, so it can be interesting.

    I noticed that tiers depends from asso prestige points, so 1st tier(I prefer to use word 'bucket') can have way more than 10 associations in it.

    I can suggest only 2 variants:

    1) Based on asso winrate at worker auctions, 3 or 4 buckets on each server.

    Pros: every asso will be able to buy at least 1 worker per round. Solo prestige players would have some troubles in such system.

    Cons: A lot of cries about competing with 20-players assos as 5 players asso.

    2) Same system, but associations can't have points lower than 1/10 * max_prestige_in_asso (or so). - To prevent very hard abusing by solo prestige players. It would be still abusable, but not so easy.

    There are many complaints about 1-sided finals with "predefined" winner. And, in my opinion game punishes cooperative players and rewards solo players, which is unfair situation, imho.

    And I want to introduce the idea, that should motivate players to stay in their first city and play finals in it, and some benefits to "city players"

    Currently we have a city field in player's profile - some achivements and prestige for win in finals are based on it, and that's ok.

    I think we need to add "first city" field that is unvisible for other players, and can be changed only 1 time in 1-2 era's (maybe only in 1 era).

    First city should provide to the players following bonuses:

    + 10-20% profit for every goods delivered into that city. (numbers are approximate and should be changed by game designer, but they should be significant)

    + 10-20% prestige for goods in this city.

    + 20-40% prestige for goods during the finals.

    Achiements for participating in finals, winning the finals or scoring specific place in finals, winning cities competitions X times, maybe something else.

    What do you think about bonuses and the idea?

    -------------------

    Advantages (in my opinion):

    Such bonuses should motivate players to stay and develop their first city, such achivements are not farmable, they rewards real city players.

    What else?

    -------------------

    Answers to some questions:

    - Why we need to be able to change first city once?

    - Some times it's hard for alliance of associations to start in 1 town, but everyone of them should be rewarded. So they can start close to each other and during first or second era choose their "main" city.

    - Why we should hide the first city field?

    We should hide it to prevent some spoil actions from other players. We can reveal first city field after the start of the finals.

    -------------------

    But this idea needs following change in finals:

    Final should be easier and flashier, to give players opportunity to compete with each other. Because there are no reason to stay in first city if u can't compete at all.

    Something like this:

    Almost every good in final should be able to fully delivered in city by 1 asso in 1 hour or less (with 25 active coordinated players, with 0 or almost 0 waiting time on factories)

    So the 4 asso in 1 city should deliver 3 or 4 goods in hour (with the same conditions).

    P.S. Sorry for my english. If something isn't clear I'll try to rephrase.

    I agree with sacroima, and want to add one thing:

    The priorities depends from your plans about career farming, because reliability 50-95% is bad, but 100% reliability is very nice thing - no repair needed (no money waisted) and speed of the engine always on its maximum.

    So if you want to farm a lot of career points you can consider 100% reliability as a good option, if you can't farm a lot of points then just forget about it completely. And 6 era goods is almost useless in my opinion.


    My carrier engine stats are:

    20/20

    160 speed

    20 accel

    100% reliability

    5 era goods

    But I wanted to build it for maximum profit at era 1 & 2, because it has most impact on your economic at them.

    I think that this worker is too bad in comparison to others. I think better just add some acceleration to speed workers.

    Like + 2 +3 +5 for 1-2 era, 3-4 era, 5-6 era.

    This topic looks like cry of the baby: "They are better than me, punish them!"

    If they can buy worker just to cancel him for you and they wouldnt suffer from such waste of money it means that they just better than your asso.

    They better in terms of online, coordination, ingame money or real money, or something else or from all perspectives but still better.

    P.S. Donations has miserable effect on the game, they just earning more than you, that's all.

    The licence does it's work but you don't mention it because it's shorten in the garantee price.

    No, it doesn't. Because

    so when the garantee price is 100, the basic price is 70 the licence earnings are 10 you get it filled till 100 with or without licence.

    actual profit in this case from it is 0.

    But it says that it is > 0. And that's obviously a lie.

    That is the profit that you have earned on the licence itself and gives exactly what you have earned with the licence

    There is one exception: when you has a newbie hat and it's keeping price for your good. In this situation your licence will tell you that it's doing something but it doesnt.

    Festival server career achievements are completely unique and have no effect on the regular career achievements.

    Thanks, now I think that there is no point to join for me, because for winnig on my regular server I will get 2000 career points, but for winning on festival server I will get only 1000.

    The issue called back then is, if I remember correctly, that the first few levels of HQ pay way too much prestige for the price invested (more than the 1PP for 10k $, that is already a cheap ratio at the end). But since I don't remember the numbers, and don't really care..

    These prestige for first levels is tiny anyway, you can't win round only because of it (cooldown for changing corp is still 24hours)

    I think we should limit the number of times you can change corporations/associations in one game round. - I think 3 is reasonable.


    There is a particular group of players on my primary server that have found a serious way to abuse game mechanics. They are all top players, with large resources at their disposal and every few days they disband the corporation and start a new one. This allows them to maintain cheap easy to acquire bonus prestige workers and other desirable workers at a much cheaper rate, because instead of bidding against the top largest corps, they are bidding against small, low prestige newbie associations without knowledge or cash. While they may not have a very high ranked Association, the individual players are gaining tens even hundreds of thousands more prestige than other more honest players in the top ranks.

    I think it's okay because such strategy has it's own cons:
    1. Spending gold for worker slots
    2. Lack of video's
    3. More online to collect all trainstation bonuses in time
    4. Missing top corp achievement
    5. Not top prestige in the endgame
    6. Every player missing worker bid is crucial
    7. Anybody can use this strategy and beat you with your own weapon
    I think it's good that game has such mechanics because it's providing variability, which is good for the game.

    I dont agree with you. Your method requires a lot of real time. You can earn 2k+ (and a lot of plus days) in half of round if you know how to do it (but it depends on your online as well).

    I assume the idea behind trainspotters is to get people to log on more frequently. I am not a fan. I suggest special orders as an alternative. Every 2-3 hours a small side order could be announced, example:. deliver 50 tons coal to the ironworks. Rewards would be payed for completion.

    I don't like the idea, because it is just another sort of competitions, which we already have in the game.
    And some questions for you about working of that system:
    1. If I have some cities will such quests appear for all of them or just for my homecity?
    2. Will it be same between all players in that city?
    3. What kind of rewards and in which amount, how they will scale through the game?
    Actually I don't think that logging in every 5 hour during the day is a problem (current trainspotters rate). You should want to do it to feel "okay" during the round.