I smelt with no alloying bonus and every 3-4th round I get 2 bars.
I use 12 lime and 13 ores.
So if what Zod says is correct then the alloying bonus does nothing!
Nikixos wrote:I agree it's either too nerfed or doesn't work
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.
Nsuidara wrote:it is a strange and difficult game in no positive way
JohnCarver wrote:So who wants to fire 20 runs with a naked guy and +600 alloy and give me the stats ?
JohnCarver wrote:Nikixos wrote:I agree it's either too nerfed or doesn't work
Ok i just finished reviewing it. And I would need some hard data testing here. Its quite clear to me its 'working as intended'. But perhaps hte intention was too harsh.
Basically. If you are smelting a bar the smelter will then 'empty' itself from its progress towards bar two. However, you gain approx 2*Sqrt(alloybonus) as a benefit towards NOT losing. This was the solution when people were firing nonsense and alloybonus was granting a positive bonus.
So based on the math I have here. I naked guy fired the smelter 10 times and gets 10 bars for example. The guy wearing alloy of 900 should be getting closer to 13.
If you guys are looking for a double or triple effect every fire then I can see how this looks broken. But a top shelf set seems like ti should produce 30% more bars over a healthy firing schedule. A modest set of +200 for example would still cause the smelter to have a 18% 'boost' towards its progress of making another bar. Or essentially it would only lose 82% of its progress towards the second bar where a naked guy again loses 100% progress.
So who wants to fire 20 runs with a naked guy and +600 alloy and give me the stats ?
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.
Nsuidara wrote:it is a strange and difficult game in no positive way
JohnCarver wrote:Nikixos wrote:I agree it's either too nerfed or doesn't work
Ok i just finished reviewing it. And I would need some hard data testing here. Its quite clear to me its 'working as intended'. But perhaps hte intention was too harsh.
Basically. If you are smelting a bar the smelter will then 'empty' itself from its progress towards bar two. However, you gain approx 2*Sqrt(alloybonus) as a benefit towards NOT losing. This was the solution when people were firing nonsense and alloybonus was granting a positive bonus.
So based on the math I have here. I naked guy fired the smelter 10 times and gets 10 bars for example. The guy wearing alloy of 900 should be getting closer to 13.
If you guys are looking for a double or triple effect every fire then I can see how this looks broken. But a top shelf set seems like ti should produce 30% more bars over a healthy firing schedule. A modest set of +200 for example would still cause the smelter to have a 18% 'boost' towards its progress of making another bar. Or essentially it would only lose 82% of its progress towards the second bar where a naked guy again loses 100% progress.
So who wants to fire 20 runs with a naked guy and +600 alloy and give me the stats ?
MaxPlanck wrote:JC, Salvaging right now in terms of Tclaim/Pclaim permissions allows ppl with vandalism who have it to allow the building of goods mostly can now salvage through a whole base in under a few hours without taking the necessary steps to breaking things properly.
Having a base that has 1000's of hours put into it COMPLETELY wiped off the planet in just 3-5 hours is unbalanced as hell and Salvaging needs different permissions apart from vandalism.
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.
Nsuidara wrote:it is a strange and difficult game in no positive way
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