Seeds and water

Ideas how the game could be improved and suggestions for subsequent versions of the game. (this is just a space for ideas! We can't guarantee suggestions will be implemented!)

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Guest

Seeds and water

Post by Guest » 24.01.2007, 08:39

i just started the game , did the tutorial now .. continuing

as i see it the tutorial works on agriculture , so let's lok at seeds , you can make 1 with 1 water

you ca buy seeds from the market for 0.27
water is also 0.27

from the tutorial you have allready a Plantation so i can make seeds for 1 water, but iit costs 0.01

Tycoon
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Posts: 1911
Joined: 21.01.2007, 11:04

Post by Tycoon » 24.01.2007, 11:01

I think most of the people don't produce seed in order to sell it, but to produce other products with it (like potatoes for the shop).

And furthermore I am conviced that the prices will change a lot during the next days. This was at least what they did in the other versions of the game. So maybe you should wait a few more days and in the meanwhile produce another product with your seeds.

Guest

nope

Post by Guest » 25.01.2007, 00:25

:P

but d3wd, just think - YOU made 'em!

np

:roll: 8) :shock: :) :o :evil: :twisted: :wink:

;- ]

ps i sold off half my seeds, (dumped actually for.59) cuz i gotta special planned for next week, and t other 3500 oi got will hold me till then (now dumped rest, same price - but have to wait n see how th deal works out)

an im also making a teensy tiny profit on farm goods i've no store for
(30,000 kapi's for wood)

Guest

Water and Power

Post by Guest » 12.02.2007, 16:35

You can notice that again with water vs. power. But what is more horifying: Price of water on player-market is often lower than price of power!

Please, give "us starting anew" more money and no goods :)

And why the hell can I not research the quality of water? Is water always the same? Is it really not important when producing wine or bear (if the second is in the game)?

And what about the equations about sum(q[material])/numof(material) whene there are materials (like water and power) which can never have quality higher than 0 :evil:

Guest

Post by Guest » 12.02.2007, 16:48

And why the hell can I not research the quality of water? Is water always the same? Is it really not important when producing wine or bear (if the second is in the game)?
Yes, Water, Power and Stones are products which always have quality 0, they can not be resarched. This is intended.
And what about the equations about sum(q[material])/numof(material) whene there are materials (like water and power) which can never have quality higher than 0
The equations which determines the quality of a product also includes the current resarch of this particular product.

Lets take Oil as an example. Oil only needs power to be produced. So the quality of oil calculates as follow:
"Current Oil resarch" + sum(q[materials]) / number(materials)+1
As Oil only needs 1 material (power) which always has the quality 0, the equation will be as follow:
"Current Oil resarch" / 2
So even if a product only has power and/or water as needed materials you can always resarch this product to increase its quality (apart from the three products mentioned above).

This actual decreases the development of higher quality products. Because nearly every product needs power or water, it takes you longer to increase the final quality, especially in longer production lines as there is power involved in every production-step (Oil->Plastic->TV). I think this is actually a good thing as it ensures long-time motivation, as there is always the possibility to increase your product-quality.

Guest

Still STUPID

Post by Guest » 12.02.2007, 20:02

Ok. As I see it, this STUPID equation ensures fall of quality the way up, but have nothing to do with the real world. It can only be forgiven because of RESEARCH TIME, because you actually need to research double quality than finally produce which directs me to the beggining - IT IS STUPID and your argument disapeares in numbers and reveals itself as again STUPID in logic, while changing the logic of researched quality to irracional value and thus should have a different name.

I can still argue about the research time computation and that unless production and selling, you cannot plan the research well [I WOULD SUGGEST A BIT OF AUTOMATION IN THAT, not the production or selling]. But all you are saying is that the equation actually means
"almost the same" divided by TWO because you use e.g. power with Q0 (and never better).

And some fine-tuning would also be good. Each production step should have amount_needed[] and quality_coef[] (sum of all values in quality_coef must be 1 or 100% and some of the values could and should in case of power be zero).

And don't get stressed by me people, this game is great, why not making it better?

Tycoon
Moderator off duty
Posts: 1911
Joined: 21.01.2007, 11:04

Post by Tycoon » 12.02.2007, 23:00

There were 2 versions of the game, without having products like water or power or stones.
New users always complainted that they are not able to compete with the high qualities of the other users, either in the shops nor on the market.

The average quality in some shops achieved a figure of say 60. So it was impossible to sell.

That was one reason for introducing such products. Another reason was to be able to offer products to beginners, which would never be researched, meaning they can compete from the beginning on.

And I think this is a fair idea.

An economic game should show parts of the reality; but user complaints also have to be taken into consideration. So why not partly remove from reality? Mainly it's a game which should bring fun to the users...

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