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All posts created by Flari-Merchant

Flari-Merchant
He had to see a guy about that thing….
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
One more thing to suggest for the Time of the ToTs: World Bosses or similar random and scheduled events.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
Bob
Bringslite of Staalgard
@ Bob

To summarize Raiding:

*Raids are eligible at any time that outposts are in a "vulnerable to capture" state.
*Raids neither capture nor destroy-degrade a holding.
*Raids follow feud rules except they require only 1 hour pre set and bypass capturing outposts for direct attack on holdings.
*When holding guards are defeated and holding capture points are achieved, a husk will drop near the holding that contains that holding's daily produce and 5% of the Bulk inside the Holding Upkeep vault.
*The "husk" will act, and be accessible according to the mechanics of a player husk with a 2 hour lifetime.

Is that about right?

That all sounds right. Just to be super-clear on one tiny detail, the husk will be a little different than a typical player husk in that it won't have an owner, so all players will be treated as "not the owner" and nobody can just take everything from the husk at once.
Great! I edited that. Thanks, Bob.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
@ Bob

To summarize Raiding:

*Raids are eligible at any time that outposts are in a "vulnerable to capture" state.
*Raids neither capture nor destroy-degrade a holding.
*Raids follow feud rules except they require only 1 hour pre set and bypass capturing outposts for direct attack on holdings.
*When holding guards are defeated and holding capture points are achieved, a husk will drop near the holding that contains that holding's daily produce and 5% of the Bulk inside the Holding Upkeep vault.
*The "husk" will act, and be accessible according to the mechanics of a "non owner" husk with a 2 hour lifetime.

Is that about right?
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
Decius
Bringslite of Staalgard
Decius
If you are measuring efficiency in terms of net production per hex, higher level holdings and outposts improve that.
Higher level holdings will be harder to raid, but also more lucrative to raid each one.
And once population gets high enough that hexes, or even just good hexes, are rare things might become interesting.
I was measuring ratio of Bulk Input vs Bulk Output. Obviously upgrading yields more output if looked at alone. There are extra benefits for upgrading holdings but efficiency is not one of them and those extra benefits do also cost more frozen influence and ramp up to fairly high material(to build) costs in comparison to +0.

There is no holding set up that I can see which is more simply profitable in net Bulk than +0.
Yes, there is something to be said for filling the world with +0 holdings, at least until you run out of good hexes.
I suppose so. Essentially I was after confirmation that the system was set up the way it was intended to be and kinda seeking an explanation of that set up, as is. Bob has confirmed the former and given a fair reason or two for the latter.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
Decius
If you are measuring efficiency in terms of net production per hex, higher level holdings and outposts improve that.
Higher level holdings will be harder to raid, but also more lucrative to raid each one.
And once population gets high enough that hexes, or even just good hexes, are rare things might become interesting.
I was measuring ratio of Bulk Input vs Bulk Output. Obviously upgrading yields more output if looked at alone. There are extra benefits for upgrading holdings but efficiency is not one of them and those extra benefits do also cost more frozen influence and ramp up to fairly high material(to build) costs in comparison to +0.

There is no holding set up that I can see which is more simply profitable in net Bulk than +0.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
@ Bob

Well, thanks for clarifying better. The bottom line is that it is everyone's challenge so it isn't an unfair situation or even an unrealistic one for a populated game. If it is supposed to be the way that it is, then that is the way it is!

My particular take on the world goes something along the lines that if I put more effort and investment into something that it should become more efficient. Which is why I feel a bit frustrated and baffled. That and likely a slight case of having had things too easy for too long. I do grasp the concept of diminishing returns despite that.

I have been known in the past for advocating things to be a bit more tough around here. Now that I am seeing it and experiencing it, I will try not to cry too much about the very thing that I asked for. smile
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
Decius
Less output per upkeep is not the right question. Total net production is what is relevant.
By upgrading your holdings, you are reducing the overall total Bulk resources that you are producing. To me, that poses a real question: Is it worth it?
In addition, the higher that you advance your holding the more diverse bulk you need for upkeep. That has to come from somewhere. So you need to build more holdings or trade for the right Bulk. Draining yourself either way.
This is a flat calculation and the increasing costs leave out the values for frozen influence and building materials.

The perfect hex. It only gets worse the lower the hex's rating.
Gross Produce…..Costs……Net….Pieces Per
+0……..40…………11……..29………3.64
+1……..56…………16……..40………3.5
+2……..72…………22……..50………3.2
+3……..88…………29……..59………3.0
+4…….104…………37……..67………2.8
+5…….120…………46……..74………2.6

As Bob has said, we should be seeing more profit output through at least +3 for at least one holding combination per hex type, right?. We are not. There are other advantages for upgrading and I am aware of those, but there are also added influence and materials costs for those advantages. The numbers game, however, makes upgrading less efficient and is an imbalance because you need different types of Bulk to feed the machine. It is contradictory because a machine with fewer hexes needs the product of more hexes to operate.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
Bob
Bringslite of Staalgard
Story Quest for New Players

•Give new players a quest storyline to follow that offers a more structured introduction to the world.

Settlement Improvements

•Add Town Criers to Thornkeep that point new players toward existing settlements.

@ Bob
These two agenda item's. Are they being done from scratch? Are they worth your effort at this early stage?

We felt both of these were important to get in before increasing our marketing efforts to new players, and that they were both achieveable, so they made it on the roadmap. They go together well because they're both about new users and because the quest mostly involves me and the Town Criers mostly involve Cole. In terms of exactly when to do them, we wanted to do something substantial for new players early on in the process, and these tasks didn't have any dependencies on other work, so we pushed them toward the front.

The Town Criers are new but had a lot of planning work done previously, and the quests leverage existing tech, so they're not overwhelming amounts of work, fortunately.
OK. Thank you, Sir. Sounds like they were prepped and are not a drastic time sink. There are certain other upcoming features I would have lobbied for if those were not worth doing this early.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
Is this increased profitability taking into account setups for the passive Holding type bonus? I don't see that making too much difference as they also scale up in a pattern.
Unless(as I asked earlier) my math is bananas, a perfect hex with the right outposts goes from (at +0) 3.64 pieces output Bulk for each piece of upkeep bulk and down to (at +5) 2.6 pieces of output Bulk for each piece of upkeep Bulk.

And as I said, math is not my first language. Would love to be proven wrong here. smile

Edit: Ok well my math was wrong but the result is the same: Less profit the more advanced the Holding. Numbers are adjusted in the OP.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com