De-Commodification of Resources: Effects of Purity Update

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Re: De-Commodification of Resources: Effects of Purity Updat

Postby Tylan » Mon Apr 08, 2013 5:07 am

Viackura wrote:what about using well water which is neutral


OP is pretending that doesn't exist, seeing as how it won't exist in that manner once well purity is established. While you COULD use well water to retain "WATER" balance of 25.00 across the board, you're still behind the production values of anyone with higher than 25.00 in the element you're aiming for. In other words, wells are at present the lazy option for essentially sinking the purity value of what you're making. Given the grind necessary to get compost bins up to snuff, I'd say it would be worth taking the time to find a node of each element to make up for an albeit small portion of the previously high purities that will very likely be lost from the game forever.
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Re: De-Commodification of Resources: Effects of Purity Updat

Postby Jalpha » Mon Apr 08, 2013 5:41 am

emeralddream wrote:Theese are the issues that made me consider quitting til we get a new server or wipe on current ones. I feel the snowball grind just keeps getting steeper and steeper and no way to catch up with our demigods on our servers as long as the demigods log in once in a while and thats not counting the demigods actually going around killing everyone who may become a threat sooner or later.

How on earth will you defend your decent purity node spot when some 300+ bile person comes along and wipes it out.

Not to mention everything you made up to this point was made obsolete.

The blight of Alt scouting for purity nodes with high bile mains following to remove all current occupiers is in full effect!


I realise that once again I'm being overtly sanguine however...

Being as how this is still a beta (unless I've missed some pretty big news) what the have-nots do from here is test the way new players will have to compete to gain their own two feet against the oppressive might of established players.
So to keep things level you have two options as I see them.
Option one: a steady stream of new servers which are locked against transfers for long enough for new players to get established. This means older servers need a lifespan, because I can't ever see an endless number of servers being feasible.
The second option could be to implement game mechanics which would motivate new players to join towns, and those towns to be willing to accept new players.
Ideally I'd like to see some combination of both ideas. Particularly if the plan is for servers to be "won" somehow, triggering a wipe.
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Re: De-Commodification of Resources: Effects of Purity Updat

Postby Hans_Lemurson » Wed Apr 10, 2013 6:03 am

Tylan wrote:
Viackura wrote:what about using well water which is neutral


OP is pretending that doesn't exist, seeing as how it won't exist in that manner once well purity is established. While you COULD use well water to retain "WATER" balance of 25.00 across the board, you're still behind the production values of anyone with higher than 25.00 in the element you're aiming for. In other words, wells are at present the lazy option for essentially sinking the purity value of what you're making. Given the grind necessary to get compost bins up to snuff, I'd say it would be worth taking the time to find a node of each element to make up for an albeit small portion of the previously high purities that will very likely be lost from the game forever.


I'm not pretending Null-Purity water doesn't exist. I'm saying "Water" as a unified interchangeable resource does not exist. Two buckets of water from two different places cannot be put to the same purpose if you want to maximize your outcomes. When making Pie Dough you need Mercury-water to go with your Mercury-Flour, and Lead-Water to go with your Lead-Flour. These two "waters" are used for different purposes and are not interchangeable. This means that they are different things.

That is what I mean by "Water" no longer existing. Every purpose requires a different water, and you would not use Lead for a Mercury purpose any more than you would use Lime or Flint for "any stone". That means that "Water" is now as broad a category as "Stone".
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Re: De-Commodification of Resources: Effects of Purity Updat

Postby BubbaMKII » Wed Apr 10, 2013 9:00 pm

Hans_Lemurson wrote:I'm not pretending Null-Purity water doesn't exist. I'm saying "Water" as a unified interchangeable resource does not exist. Two buckets of water from two different places cannot be put to the same purpose if you want to maximize your outcomes. When making Pie Dough you need Mercury-water to go with your Mercury-Flour, and Lead-Water to go with your Lead-Flour. These two "waters" are used for different purposes and are not interchangeable. This means that they are different things.

That is what I mean by "Water" no longer existing. Every purpose requires a different water, and you would not use Lead for a Mercury purpose any more than you would use Lime or Flint for "any stone". That means that "Water" is now as broad a category as "Stone".


This makes it no fun anymore as it goes through in everything you make.
Mushroom pie, need all the same element mushrooms, flour and water.
Etc, etc.
This is so boring not to mention the fact i'm afraid to use anything because of the weird outcomes.
Water which you need the most of makes that you get some ****** purity.
19% flour (45), 4% water (75!), 2% coleworth (3) divides by 123% and comes out as 6% cabbage cakes, what a joke!
The whole thing makes no sense whatsoever to me.
Seems like you need a math degree to play this, which i don't have obviously, i suck at math and i find it incredibly boring.
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Re: De-Commodification of Resources: Effects of Purity Updat

Postby Hans_Lemurson » Thu Apr 11, 2013 10:35 am

BubbaMKII wrote:This makes it no fun anymore as it goes through in everything you make.
Mushroom pie, need all the same element mushrooms, flour and water.
Etc, etc.
This is so boring not to mention the fact i'm afraid to use anything because of the weird outcomes.
Water which you need the most of makes that you get some ****** purity.
19% flour (45), 4% water (75!), 2% coleworth (3) divides by 123% and comes out as 6% cabbage cakes, what a joke!
The whole thing makes no sense whatsoever to me.
Seems like you need a math degree to play this, which i don't have obviously, i suck at math and i find it incredibly boring.

Math certainly helps. Having studied and verified the math behind the purity formulas, I stride through crafting with much greater confidence.

Purity% is misleading and doesn't tell you what's going on, it's only an indicator of potency. When crafting, the alchemical elements of the ingredients get averaged. Square the elements and you get the Purity. When the elements get halved, the purity takes a plunge down to 1/4. That's why mixing things always seems to give unintuitively disastrous results.
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