repeated projects is an automated proces
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repeated projects is an automated proces
A repeated project is an automated proces. That's why I suggest repeats should be removed from the game. If you want 3000 grams of wood, you should start a project of 3000 grams and not 5 projects of 600 grams which will be automatically worked on continuously.
De continuous repeats are easy for sleepy players who wish to keep their characters fed. It is a form of automated processes though.
De continuous repeats are easy for sleepy players who wish to keep their characters fed. It is a form of automated processes though.
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I do... but it isn't really much of a problem... but there would be some issues from removing repeating projects from the game... because then you make it impossable to get more then 15 kilos without it dropping to the ground... or else you make it harder to keep track of how much more of something you need... Honestly I don't think this should happen until after projects themselves are done away with, using activites instead. Convieniances are already a hard to find commodity in game.
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- Sicofonte
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I think as Nakranoth (so I would reject this).
And what about the repetitive non-continuos projects?
For example, carving (small/medium/large) logs, or making cables, or buckles, or other things like that requiring less than 1 or 2 turns. It is tedious and unfair.... hmmm.... he, time for another suggestion.
And what about the repetitive non-continuos projects?
For example, carving (small/medium/large) logs, or making cables, or buckles, or other things like that requiring less than 1 or 2 turns. It is tedious and unfair.... hmmm.... he, time for another suggestion.
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- SekoETC
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Don't suggest it, chaining projects has already been suggested. This is the opposite. And it's in a way a good suggestion. People tend to start small projects to assure that they have at least something if they have to leave in a hurry, but projects with repeats allow you to gain resources even hourly. And creating an amount of resource every hour, checking if the character can carry it, dropping it on the ground if not sounds like it would take more effort from the system than just increasing a percentage and checking that it's less than 100%.
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- Doug R.
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If you want 3000g grams of wood, starting a project for 3000g of wood is foolish. The random +/- 20% deviation means that you could spend many days working and fall far short of your 3000g goal. Making those 5 600g projects spreads the randomness out over 5 instances, ensuring that the end amount of wood you get is much closer to 3000g.
I think this is a horrible suggestion, because it doesn't address any problems, improves upon nothing, and only serves to make the game uneccessarily harder.
I think this is a horrible suggestion, because it doesn't address any problems, improves upon nothing, and only serves to make the game uneccessarily harder.
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Doug R. wrote:I think this is a horrible suggestion, because it doesn't address any problems, improves upon nothing, and only serves to make the game uneccessarily harder.
All recent changes did not address any problems, improved upon nothing and only served to make the game unnecessarily harder. Why should suggestions not be allowed to follow this course?
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- N-Aldwitch
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Doug R. wrote:If you want 3000g grams of wood, starting a project for 3000g of wood is foolish. The random +/- 20% deviation means that you could spend many days working and fall far short of your 3000g goal. Making those 5 600g projects spreads the randomness out over 5 instances, ensuring that the end amount of wood you get is much closer to 3000g.
Very true, in real life, less quantity means more accuracy. Ie, if you're told to pick up 10 stones in a second (Forcing you to pick up a random amount) compared to if you're told to pick up 100 in 10 seconds, you're more likely to get the 10 stones, 10 times, more accurately.
Doug R. wrote:I think this is a horrible suggestion, because it doesn't address any problems, improves upon nothing, and only serves to make the game uneccessarily harder.
Very good point there, very good. We need suggestions that:
-Make the game more enjoyable
or
-Improve a problem
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http://www.sylorn.com - Free MMORPG in development.. need help.
"Thief! That's terrible! *shakes his head* That would hurt people's feeling if I did that."
http://www.sylorn.com - Free MMORPG in development.. need help.
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I have a character who was in 96% hunger when he arrived to one location. There were potatoes in the location so I started 4 projects of 400 grams of potatoes because I could login only on next day.
Why I should to start only one project of 400 grams.
Why I should to start only one project of 400 grams.
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Reindeer^ wrote:Why I should to start only one project of 400 grams.
You should start a project of 400 grams, because your character will not survive a larger project.
Your character should die if his guardian angel (you) is offline for a couple of days. With 96% hunger you are as good as dead and only frequent care should revive your character.
I am sorry my suggestion could mean some characters might die sooner, but I don't think that's a valid reason against this suggestion.
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- the_antisocial_hermit
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That's ridiculous. His character shouldn't have to die because of it. (This game is supposed to be slow paced so you don't have to log in all the time to keep your character alive even if they've been sick or hungry for awhile because of things you can't control, like happening upon empty place after empty place with no gatherable food. I can guarantee, that if that is the case, then the character would probably throw themselves down in a field when they finally found one and eat until they could eat no more and not end up dying.)
Really, I agree that it shouldn't be changed unless projects are done away with and a new system is introduced. They already introduced dragging people from slots, so slots isn't really a good reason for this suggestion. If some sleepy char has multiple repeats, then drag them off the project. You can solve any issues with it IG, so do it.
Really, I agree that it shouldn't be changed unless projects are done away with and a new system is introduced. They already introduced dragging people from slots, so slots isn't really a good reason for this suggestion. If some sleepy char has multiple repeats, then drag them off the project. You can solve any issues with it IG, so do it.
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What difference does it make if you set up a project to repeat six times, or if you set up the project so that it will last six days? Either way you will be sitting there working on it for six days.
Personally, there are times when I can't get on every single day. I have responsibilities in real life that take precedence over the game. I am actually becoming more in favor of the idea of automation for a few more things like 1 turn object manufacturing projects, burials, and sailing.
I remember when I signed up for the game that it said something about this game being slow paced and designed for people with more important things than gaming on their agenda. More and more I wish it could actually be true.
Personally, there are times when I can't get on every single day. I have responsibilities in real life that take precedence over the game. I am actually becoming more in favor of the idea of automation for a few more things like 1 turn object manufacturing projects, burials, and sailing.
I remember when I signed up for the game that it said something about this game being slow paced and designed for people with more important things than gaming on their agenda. More and more I wish it could actually be true.
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