How to improve the game - work overtime
costin1989
Hi everybody,
I came back with a proposal for game developers and i need your feedback. As you can see, job salaries goes up every day. Very soon we will work for more than 1 gold/work. Reasons are not so important right now. What i propose is that everybody could work overtime with a energy penalty. Let's say 500 energy for an overtime work.
Benefits:
- more works in the game will keep salaries stable
- players that are not fighting very much will gain more money (new players especially)
- players will be more active because they could do actions regulary (at least 3-4 more logins/day)
- food factories will become profitable
So, what do you think? Should we push this idea to Plato?
Comments
Exista penalitate de 100 energie la overtime acum. Productia este si-asa mai mare decat cererea, o astfel de masura ar inrautati mai mult. Caselor ce le faci? Toata lumea tine casa q1 activata pentru overtime, daca scot chesti asta industria de case se duce de rapa...
daca ai casa consumi 100 energie, daca nu ai casa consumi 500 sau 1000 energie. deci este rentabil in continuare cu casa. plus ca iti face bara de energie mai mare
si cu superproductia ce faci? ce te faci daca in loc de 200k de workuri se dau un milion timp de cateva zile? devin neprofitabile toate produsele si inchidem modulul economic. o sa mai fie profitabil doar work as manager dar cu produsele la preturi mai mici ca acum.doar frm o sa creasca .
The problem is the small number of working force.
Not very long ago, the game had 100K+players, now it has 60K. Despite of that, the consumprion of both weapons and food has gone up, because of the heavy tanking and the energy recovery bonus of the weekly challenge. Even if you raise the energy penalty for overtime to over 1K, even that wouldn't be enough. The solution for dropping the salaries is to increase the working force, but I don't know if that is posible anymore. The salaries will keep climbing as more and more players are leaving the game, counterbalaned only by the reduced amount of damage and food consuption resulting from the loss of players....
De cand au explodat asa salariile, ca eu nu observai !?!
de cand ati ramas doar voi si clonele voastre
nu cred ca e si mentalistul in clubul lu praz @ co
tu a cui clona esti?
buna intrebare. dar nu ai tu caderea sa intrebi, nu imi amintesc sa fi fost amici.
Eu l-am intrebat pe comandantul parazit. El a spus ca au ramas doar "voi si clonele voastre". Cum nu pare sa faca parte dintre "voi"...
trebuie neaparat sa fiu "clona cuiva" pentru a realiza ca au ramas doar niste clonari si profitori in joc? te inseli amarnic daca ai impresia ca suntem cu totii orbi sau naivi. daca lumea nu va zice, nu inseamna ca nu e asa..
Not bad at all
I would add incremental energy consumption even for wam. First company 10, 2nd 20...
..250-2500 very smart. 2500x0.008=20+wt over 25cc. lets close all companies. price will go to the sky. you and your friends who have many q7 companies .... is easy to think in this way . also about rising taxes, dont affect you ....
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wrong , good calculation is 2500x0.08=200 cc for last company+wt
vladb, for the regular player, without a high energy recovery, that's a very bad idea. I depend on my factories to make my own food and weapons, plus an occasional small profit, so the incremental energy consumption would rather make me rethink if I want to continue playing this game. I barely have reasons as it is.
Teleflyer, why complain about anyone's Q7 factories when you have obviously spent a lot of resources to build hundreds of factories? Besides, the raw materials for bigger quality factories require more raw factories, did you account for that?
1 Q1 (food, weapons) company requires 2 Q5 raw companies
1 Q7 (food, weapons) company requires 8 Q5 raw companies
So who exactly has the advantage of numbers? 😛
Less overproduction, real value of products.
The prices of products would increase cause they would be rare, it would actually make people think before they press work and make them calculate how much work is profitable, scripted accounts set on work for years would be penalized and real players that think would get an advantage.
The scripted accounts would only have to install better scripts. It's really not that hard to automate some calculations if you really want to. Anyway, you're missing a point here: the energy recovery. It's much easier to propose a change based on the energy consumption when you recover much more than the common user. Try playing without the Power Pack for a while, and you'll quickly see how your proposal would affect you.
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The cost of 1 work can be influenced by the manager, by upgrading the factories to the most profitable cost/work ratio.
nicolae crefelean, think you already have 10 q7 factories and i already have 300 q5 raw, you for the last company pay 100 energyx0.08=8cc and i for the lst company i must pay 3000x0.08=240cc at actual prices of food. what about numbers now?
second time think about food consumption at events where food was needed, last one price of q1 food rise to 1 cc and consumption was x2, max x3. make calculation again for my last 300 company. just for one company.
The number and types of companies you build is strictly your choice, based on the game's mechanics. So if it changes, we must adapt or stop playing (at least in the economics module). But you should also read my reply to vladb, because I don't want incremental energy consumption either.
And I don't have 10 Q7 factories, not even half. I don't plan becoming a tycoon. I just want independence from the market.
i know you dont have 10 q7 weps but probably vladb have. when you propose or support economical changes must make some simulations in advance. if raw production drop to 25% what happend? if productuin of weps drop to 75% where will go the price ? but price of gold and work?
q5 is the max q on raw materials , what options i have to increase them? i cant , then i will stop work, what happend with de price? maybe will rise to 1 cc-weps will rise too, salary the same, gold too.
where are the benefits ?
"Let's say 500 energy for an overtime work."
"Benefits:
- more works in the game will keep salaries stable"
How would a player be able to work more if the overtime took so much energy?
"- players that are not fighting very much will gain more money (new players especially)"
Especially the new players and the ones without packs would be affected if they would have to spend 500 energy on one overtime work. How did you come up with the conclusion they will gain more money? 😕
"- players will be more active because they could do actions regulary (at least 3-4 more logins/day)"
If the game would be interesting enough, it would solve the activity by itself. I don't see how 500 energy/overtime would fix the activity. On the contrary, everyone not having packs would be able to do less in the game if they wanted to work overtime.
"- food factories will become profitable"
How? By having less production due to higher energy consumption and less works as a result?
Either you're missing some important info about your idea, or I can't see the advantages.
P.S. I just woke up. 😛
- for new players is almost useless to spend their energy fighting, so they can work and get some money
- even with 500 energy penalties, a player can do 3-4 works/day, so we will have few more works, so salaries will become stable
- there are lot of players that work and train and logout. they can came back to work again, consume some food so the food consumption will increase so food factories will be profitable
"- for new players is almost useless to spend their energy fighting, so they can work and get some money"
You see things very differently. With each military rank up, the player gets +5% damage. It's still very low damage for players with big strengths, but for the little ones, it's something. And don't even think this game would be fun without fighting. Who in the right mind comes to some game only to train for months, and spend most of their energy to work? Clones and farmers, maybe. I don't want either in the game. I'd like active players, who work and fight as we did years ago. That's what brings the fun in the game.
"- even with 500 energy penalties, a player can do 3-4 works/day, so we will have few more works, so salaries will become stable"
I don't see how we get more works if the players have to wait for hours to reload so much energy just to work. The nightshift requires 100 energy. It would be crazy to wait to reload 500 energy when you can simply press the nightshift button and spend less energy for all the works allowed by the overtime points.
"- there are lot of players that work and train and logout. they can came back to work again, consume some food so the food consumption will increase so food factories will be profitable"
The players who care so little about the game that they only come here for work and train will probably be annoyed they have to login several times for the same amount of works. I think that would annoy quite a few 2-clickers, and they might as well log out for good.
i don't propose to remove overtime points
And I didn't say anything about the overtime points removal. 😛
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"It would be crazy to wait to reload 500 energy when you can simply press the nightshift button and spend less energy for all the works allowed by the overtime points."
you can work overtime only if you have overtime points, i propose to do that even when you don't have overtime points
If you based your article on this detail, you should put it in the article because it's a huge change. But you should make it clear how you expect the works to be changed. So overtime would cost 500 energy and you would get a normal salary? And if you have overtime points, would the overtime work cost you 500 energy + 24 overtime points? And if you don't have overtime points, the cost would be only 500 energy? So it would be pointless to buy houses?
And if you just worked overtime for 500 energy, the night shift would only cost 100 energy? Wouldn't that have to be changed? Because once you work overtime you have a 1 hour cooldown, called nightshift, which would in this case allow you to get a new salary for 5 times less energy compared to the overtime work. Don't leave out details. How exactly do you see these changes?
How about making houses give more tickets depending on q?
E.g.(nr of tickets can be changed):
q1 - 1.0 ticket/hour
q2 - 1.5 tickets/hour
q3 - 2.2 tickets/hour
q4 - 3.1 tickets/hour
q5 - 4.3 tickets/hour
With this houses would be profitable to buy and people will work more.
That's an economy killer you got there. 😁 But the idea is still interesting. A more conservative approach would be:
Q1 = 1 t/h
Q2 = 1,25 t/h
Q3 = 1,50 t/h
Q4 = 1,75 t/h
Q5 = 2,00 t/h
Even this approach would boost the work opportunity by 25%, which - if fully utilized - is more than Plato's Tycoon Pack productivity booster if I recall correctly. 😛
Plato came up with Macverick pack so we can knock D1-D2-D3 doors out and make "some" damage on behalf of the little ones so shall we take the economy module away from them as well ?It should be more than enough that we are stealing medals from them.
Plato`s idea about this game is nill or he doesnt give a .... about it .
The prices and the salaries are set by the cost of the final product, which is also set by the demand.
Big demand = bigger prices and, therefore bigger salaries.
I am glad I see this happening. That means the Erepublik economy works (true, only on events and on very rare ocasions). I would look for solutions to keep it this way, not to mitigate this "normality" that happens only once in a while.
My 50 cents
or maybe the demand for workers is big, because the number of players who work is lower and lower . other side players with many companies still play, is a better retention there.
Also, players who consume a lot still play and there is a gap between falling product demand and nr of players who work.
Clopo, this would be true if there would be no multies in the game. But I see the price of work going up, profit is impossible with the exception of very rare period when contest make the prices go sky high.
There is no balance in the economy
uat?
Apreciez initiativa, dar nu cred ca e idea potrivita. Va crea doar mai multa supraproductie. Sunt din ce in ce mai putini jucatori activi, si vin foarte putini din urma.
Eu as crea un bot care sa cumpere doar de la cei mici, ca sa se poata dezvolta mai bine