Commodity System Revamp
Garryn said:ANNOUNCE NEWS #2859
Date: 10/21/2014 at 19:18
From: Garryn
To : Everyone
Subj: Commodity system updates
The commodity system has seen a big series of changes today, including:
- Caravans are gone. You now simply BUY the materials, then SELL them at the refinery. They are riftable, too, although
they have no other use.
- Refining has been reworked entirely - instead of the refineries working autonomously, there is now a REFINE <x>
<commodity> to convert materials into commodities
- Stealing from towne commshops remains an option using PLUNDER <x> <material> - you will want to set up some guards to
prevent this
- A series of quests is available that lets you improve the production of your towne for one Imperial year - these are
mainly meant for newer players as a way to get involved with cities and townes, but obviously anyone can do them
- Refining material requirements have all been reworked; most notably, one material no longer yields multiple
commodities; REFINE CHECK <commodity> displays the costs (if you have the Trade power). Overall, the amount of produced
commodities will be significantly smaller than before.
- Towne material production formulas have been altered - most notably, the desirability factor is largely gone; it only
reduces production of the desirability is very low due to frequent plundering or low material cost
- Towne material production speed has been reduced across the board, with the caravans being intended as the source of
the difference
- HELP TOWNE PRODUCTION and HELP COMMODITIES have more info on the above changes
- Several trading posts have sprung up across the world - these are owned by the Horde, and are used to dispatch
caravans between the posts
- Caravans can be plundered (PLUNDER CARAVAN) - but first you need to kill off the guards protecting it
- Caravans are transporting materials, gold, and a new item - pieces of glowing quartz
- Caravans also have a small chance to contain a random soulstone
- Two new shard trees are now available - both of them require the glowing quartz pieces, as well as significant amounts
of commodities
- The commodity costs are mostly meant to clear out some of the huge stockpiles of commodities
- The pieces of glowing quartz are also used in the construction of so-called Beacons, which are intended as a conflict
source of sorts - researching the Beacons shard tree will give you the specifics on these
- The steel commodity has been discontinued - it is no longer produced or required anywhere, and you can convert the
remaining stocks into stehl at a 50:1 ratio (REFINE <x> STEHL)
- Lustration (Devotion) and Isa (Runelore) now require platinum instead of stehl
- Evoke bone (Necromancy) now requires 2 bone commodities to produce one necromantic bone; bones are no longer evoked
from mob corpses
- Engineering item commodity costs have been changed
- Rozri now gives +20% material production speed, as well as faster refining balance
- The 75cr caravan crop artifact now makes the 'plunder caravan' command faster
- The token saddlebags are now discontinued, and the tokens refunded
- INFO RIFT output has been altered a bit
As with any big change, there will undoubtedly be bugs - please report any issues you find in the usual way. The
production numbers may need further tweaks, we'll handle these as needed.
Garryn
Penned by my hand on the 24th of Letum, in the year 60 AM.
New system, new thread. So what do people think?
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
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Comments
I've only participated in few caravans and it's still early, but I have a few issues with the system as it is now that I'd like to throw out there.
Perhaps make actually building the beacons and such require another special mineral the Horde mines? Maybe even rarer than quartz, to account for the fact that it won't be needed in the large research quantities? This is a complaint that will resolve itself eventually, granted; I just hate the idea that once we learn to build beacons we won't be able to build any without massively slowing down how fast we learn the new skills.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
It's even easier to brute force the clots; you just get your dudes to make an alias that does "attack soldier|attack trooper|attack warrior|..." and then you hold it down and eventually you win. There's no "working through a fight scenario", it's "everybody spam your bash macro and if there's enough of us we win effortlessly". And if you don't have a large enough team it's either hit and run or corpserushing and neither of those options are particularly interesting or challenging.
And boss mobs on PvP objectives could be pretty fun, depending on what their powers are.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Shou is a monument to why poopsocking and boss mobs is a sort of underwhelming experience. Likely why he's not fan of the Underworld.
Them being on the same resource is necessary, otherwise one of the resources will become meaningless as soon as the research is finished. The alternative would be to add maintenance costs, which I don't really want to do.
Same as shardfalls.
Yeah, their speed and paths will probably need adjustments. You can also try putting walls into their path.
For the calls, each time the caravan enters a new area, ther's a 5% chance for each city/council to get the notice, separate for each. Having a beacon in that area increases the chance to 100%. There usually are several caravans generated simultaneously, each of which has a separate chance for a notice.
Could this chance be increased? You need caravans to get quartz and you need quartz to get beacons and from from what Ultrix was saying, AM got a resounding zero warnings about caravans yesterday.
I don't particularly want to have to go physically patrol areas for caravans, nor do I want to spend all day holding down SCAN ENEMIES waiting for enemy concentrations to clue me in that there's a potential caravan.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
The thing is, caravans should be something that we rush out and fight to control, and that means that everybody should see when they move.
As it is now, if AM doesn't get a warning at the first mark but Stavenn does, the demonic circle could clear up that caravan before we ever get word of it, especially with the ability to wall them in and such. Even if they don't, they'll have advance warning and they'll be prepared before we even start forming up.
This system seems like it's designed to generate conflict; random alerts seem like a strange design decision because they go against that.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."