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Population Gathering Limit: For or against?
Posted: Sun Aug 28, 2005 3:12 pm
by Agar
If you like the population limit, vote you like it, if not, vote you don't.
Something I'd like to see further talked about is whether or not it's affecting you ...
I have one character in a Olip west, and after cancelling four projects out from under people, we can now see we have a 7 or 8 gathering limit. In a major city, by the ocean, with food and lots of newspawns. People have been trading there for a long time, all sorts of labor and resources. My character has been trading since he walked into town, still is. The rule of thumb there now is, if your project has repeats, you're are gonna lose it before all your repeats are done. If it doesn't, well, I've already seen some suspicious dragging, and expect it to continue.
Based on that crush and the fact my all my other characters are in sparesly populated areas, I made a couple newspawns to squat on slots and build up stockpiles to trade with. Only there's no real crunch in Alenz hills or Lake village ...
So, vote if you are for or against this limit, then let's hear some about who's getting screwed here.
Posted: Sun Aug 28, 2005 3:17 pm
by Sunni Daez
I have yet to feel the effects of this limit...si it would not be fair for me to vote. I have charries in very populated areas, and have no problems with starting projects.
Posted: Sun Aug 28, 2005 3:54 pm
by SekoETC
The only places where I've experienced this problem are Quillanoi and Brunoi, both big cities, I think a limit of 8 is quite ridiculous... But anyway you can still travel and cook if you find a firepit, oven or a fireplace or even a spit. Many big towns have harvesters and if they were used to feed the citizens instead of gathering piles for SALE *spits to the ground*.
Usually newspawns still get food by asking unless the town is totally asleep, in which case you might try dragging people who are working on resource collection projects into an unlocked building, if you're not a weakling then you might be able to drag someone on your own. Or whisper to another hungry newspawn and work together.

It takes 20 days to starve to death, there's lots you can do in that time. And if you get desperate, no one can blame you for stealing. If you bring out your distress they're less likely to shoot you than if you were some silent bugger taking all the notes in addition to the food. I think almost all of my newspawns have received food unless they were spawned in a place with only a couple of sleepers around and no real people.
Posted: Sun Aug 28, 2005 3:55 pm
by AngelSpice
In olip west, I believe that number is too low for a town that the Webzine says has 80 people. I think that number needs to be adjusted upwards.
Posted: Sun Aug 28, 2005 4:04 pm
by wichita
I agree with the idea of the limits. The numbers still need tweaked and there could be some modifications (I like the idea of counting the number of projects rather than number of gatherers), but overall I think it is good for the game and will serve it's purpose once a few more people start to pull their heads out of their ass.
I have experienced this in Brunoi, Kwor, and Seatown Garden. I explain it IC as the fields being too crowded for an additional gatherer.
Not being able to gather provides a motivation to get it from those who can gather or already have it. Period. If you have to work for somebody else to build up your inital trade supply...call that gathering. Acquisition of startup capital takes on several forms. In the real world it is called a loan. Right now the primary motivation to trade is convenience. This is slowing down progress, in my opinion.
Posted: Sun Aug 28, 2005 4:17 pm
by ephiroll
There needs to be a third option for the poll, something along the lines of "I don't care". So far I'm not for or against the resource cap. I have yet to see it accomplish anything or serve any purpose, and therefore see it as nothing more then an unneeded complication that doesn't even rate as annoying for me.
Posted: Sun Aug 28, 2005 4:21 pm
by Skarbniq
There is no return to the world without limits

Many players and chars have done lot of things to organize after limits' implementation, and i can't imagine situation that their hard work would be wasted.
Posted: Sun Aug 28, 2005 4:26 pm
by KVZ
I voted for NO, just because I gived IMHO better, more fair and realistic suggestion how to implement land scarcity in topic "Maximum number of resource gatherers"
Posted: Sun Aug 28, 2005 5:03 pm
by lukaasz
YES
But limit per resource not area!!
and do smoething so other people cant cancel 0% projects
Posted: Sun Aug 28, 2005 5:23 pm
by Snake_byte
No not per resource.
Here's what I propose:
Seeing as the areas with the most resources would suffer the most from a low gathering number, then maybe instead of making the numbers random make them dependant on how many resources the areas have at the moment.
Ex: if the area has a total number of 6 resouces and it was 2 people for each resouce then that is a total of 12 people being able to gather/farm ect... these twelve will be able to be put all on one resource if the leaders want, or 2 each but tnot restricted to the two each. (also you could substitue Seko's project suggestion)
This also makes a little more sense to me because the places with the most resources should be the one with most space right? Otherwise how would such a location hold as many resouces?
Please don't confuse this with making it per resource as I'm suggesting somthing different.
Posted: Sun Aug 28, 2005 5:24 pm
by Nixit
Oooh, I like that Snake_Byte.
Posted: Sun Aug 28, 2005 5:26 pm
by Snake_byte
SekoETC wrote:The only places where I've experienced this problem are Quillanoi and Brunoi, both big cities, I think a limit of 8 is quite ridiculous... But anyway you can still travel and cook if you find a firepit, oven or a fireplace or even a spit. Many big towns have harvesters and if they were used to feed the citizens instead of gathering piles for SALE *spits to the ground*.
Lol. Ok well there's someone there trying to set something up...

Posted: Sun Aug 28, 2005 5:39 pm
by lukaasz
Snake_byte wrote:No not per resource.
Here's what I propose:
This also makes a little more sense to me because the places with the most resources should be the one with most space right? Otherwise how would such a location hold as many resouces?
Please don't confuse this with making it per resource as I'm suggesting somthing different.
well, in real life you have place called Forest where you can find wood and bluberries, and you can have 100 people collecting wood.
or there is place called Garden, where you can find tomatos, potatos, corn, spinach, tulips, roses, and so on....and there is not enough place for one person
samehere, you can have just few trees so 1 person can collect wood, or big forest where 20 people can collect wood.
but however you look at it: There is wood to colelct.
Posted: Sun Aug 28, 2005 6:30 pm
by Bubba
Snake_byte wrote:Ex: if the area has a total number of 6 resouces and it was 2 people for each resouce then that is a total of 12 people being able to gather/farm ect... these twelve will be able to be put all on one resource if the leaders want, or 2 each but tnot restricted to the two each. (also you could substitue Seko's project suggestion)
I like this ideal and Seko's project ideal as well.
The combination of the two might strike a good balance. i.e. If a location has 4 resources they have a limit of 8 active projects. But the issue would shift to places with one or two resources. Once they had a population of more than 3 or 4.
Posted: Sun Aug 28, 2005 6:44 pm
by Snake_byte
Ya I think I'd like to see both our ideas combined.