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Fair Construction

Discussion in 'Polling' started by Diggo11, Aug 8, 2013.

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How many bonds would you sell a product for that is neither common nor rare?

Poll closed Aug 22, 2013.
  1. 1.4

    33.9%
  2. 1.2

    0 vote(s)
    0.0%
  3. 1.0

    54.8%
  4. 0.8

    6.5%
  5. 0.6

    0 vote(s)
    0.0%
  6. 0.4

    3.2%
  7. 0.2

    1.6%
  1. Diggo11

    Diggo11 The West Team Dev Team

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  2. Bluep

    Bluep Guest

    Sorry, I think I don't get the question...
    It's about products (corn, lassso, nails, tobacco, ..) - and you want to know how many bonds they're worth if we could exchange them, right?
    If I got that right - what dou you mean by "neither common nor rare"? Some examples would be great - or even only a finding chance [range].
    (For me, everything with a chance < 100%/hour is rare, everything with a chance >=100%/10 minutes is common; but I doubt that this personal opinion resembles yours ^^)
     
  3. Null vote.

    The system can't be just that easy, like the poll implies. For example, golden figurine, aztec gold is considered rare, but traveling merchant job gives a lot more than its original job.

    Of course the system itself needs a huge update in rewards and/or bond costs, but this simple change won't give a solution.
     
  4. ketjatekos

    ketjatekos Guest

    Well, I have two ideas, how could we improve the fair, against the "1 product in per category" players.

    Idea one:
    The more the player put in from the same product the more he earns.

    First, we calculate a number with the products he put in, and the drop rate of the product. We would divide the number he put in with the (number of drop rate)*(a well placed number between 1 and 3)

    Why we need that number? It might make too much bond, if we don't divide with a good number, but obviously too much, and system will again bad.

    Take this number and make with it something like this: ^1.1
    Numbers could be changed.

    So let say there is
    Player1: 100 item from a 100% job; 20 from a 10% job; 100 from a 600% job.
    Player2: 10 item from a 100% job; 50 from a 10% job; 160 from a 600% job.

    With my numbers bonds they got is the following (I use the number of 1.5 - but it could or should be changed)
    100%
    Player1: (100/(1*1.5))^1.1=101.46
    Player2: (10/1.5)^1.1=8.05

    10%
    Player 1: (20/(0.1*1.5))^1.1=217.48
    Player2: (50/(0.1*1.5))^1.1=595.89

    600%
    Player 1: (100/(6*1.5))^1.1=14.14
    Player2: (160/9)^1.1=23.71


    Note, that there will be a cap where the players couldn't put more,so with really good numbers, there might not be too much bonds in game. (so if a world needs 200 of 10% items, then there would be a cap)

    Idea 2:
    Player earn bond in each category. But with that they can get 20 bonds for literally nothing. I think, at the end of the fair, we should sum the bonds in all category, and round up that number.


    For example:
    3 category:
    100 product (1)
    200 product (2)
    500 product (3)

    In each category we give away 50 bonds.
    Player one put in 10(1) 30(2) 100(3)
    Player two put in 85(1) 10(2) 10(3)
    Player three put in 1(1) 1(2) 1(3)
    Player four 4(1) 100(2) 100(3)

    In old system
    player1 around 5+7.5(round down or up?)+10=23
    player2 around 42.5(r. up)+2.5(r. up)+1=47
    player3 around 0.5+0.25+0.1=3
    player 4 around 2+25+10=37

    With my idea
    player1 5+7,5+10=22.5(round up)=23
    player2 42.5+2.5+1=46
    player3 0.5+0.25+0.1=0.85(round up)=1
    player 4 2+25+10=37

    It seems not that big change, but in 20 cat, will make sense, because those who put the 20 different product would earn the same way as other, around 2 or 3 product, instead of 20. Of course to not let this thing die,numbers should bring up a bit.
     
    Last edited by a moderator: Aug 12, 2013