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Discussion in 'Polling' started by Diggo11, May 7, 2013.
Votes are PUBLIC, you can select MULTIPLE options.
5, even 10 minutes could be ideal
5 or 15 minutes. Like old time
It depends also on the drop rate. If it is as low as now - it is just not worth it.
I prefer 5 minutes - when I am home and near the computer- because it gives me time to do other stuff too and come back.
Indeed like old times. 5, 15, 30 and 1h
Now for quests we have to do like 7 minutes and 30 seconds. How do you want to do that with the current job times? 30x 15 minutes?
15 second is good for do quest quickly
And 5 minutes are good for drop rate.
But 10 minutes are better for lazy people
I think that the shortest job time shoul award more active players, so it shoul be a time that brings a good product drop rate. Now, 15s with 1% for all jobs isn't so good, maybe with 2 - 2:30 minutes active players will have more advantages with short times.
I voted 5 minutes since that was the longest, but I think 10 or 15 minutes would be the best option.
15 seconds is too short, and the drop rate is too low.
My poll is 5 minutes, but 15 minutes could be nice too
If it's feasible to add fourth option, I would like to see 15s, 5min, 30min and 2h.
Shorter times for active and/or new players, longer times for more casual ones.
If it's not possible, then 1min, 15min and 2h.
I think the gap between 1min and 15min is still too big, but increasing the 1min to 5min might discourage active/new players.
I prefer to have 15 min, 30 min and 1 hour.
Droprate by 15 sec = 0 and this makes sense only to buy more energy?
I agree that the droprate for the 15 sec jobs are way too low. Compared to the old droprate it is now nearly impossible to get for example the fancy jewelry and beans and coal is now also much harder to collect for crafting. If the devs don´t change the droprate perhaps an adjustment for the items needed when crafting is an option. Just an idea
Is the best option. It would let people go around easier.
But, there are those 4 easier jobs introduced on 2.00... those can stay with 15 seg and 50% drop rate, 30 minutes 150% and 1h 250%.
And reduce the value of the things we need for the crafting... for example, the tonic pedler to make a single craft from the 250 needs 1 tequilla, 5!!! oranges and 1 wood table.
It´s already hard to buy the wood table... and to get 5 oranges??? 2h gives 1 may be 2. So 8h to get sure to get the oranges... (the tequillas now have 2 options to drop them... even that an advanced job can get us more tequilas than the agaves) and get 1 product.
That´s why only 1 in each 700 players are working on the crafting...
Lot's of people finished game, when changed jobs time, because they not online every time and set always 2 hours jobs. Now, if this feature stay, some player go back play again.
2 hour jobs will feel like the best thing in the world when they are back, I can get a product that I actually want even when i'm not in the house again
I second this! >>>>> I would like to see 15s, 5min, 30min and 2h.
The 15s time may not appeal to many because of the drop rate, but it's the best $/energy ratio, and means that you can make money really fast and minimize the threat of losing it in a duel. The typical player will be able to expend almost all of their energy before a duel can be completed on them. It does require players to wait out the labor, but most players are online for at least 15 minutes at a time.
I am fairly certain a fourth option is not on the cards, sorry.
...what exactly is speaking against a variable, freely selectable job time?
Apart from the fact that your game designer(s) love to hold on to their decisions, no matter what the players think of it
(If I'm not completely wrong, I think I've heard that it works quite well with Die Stämme/The Tribes)
time selectable between 15sec and up to 6 or 8 hours
fix point at 2.03's time & reward/drop values (not that current "simply take all current values for 30mins, which killed every [product] job that was formerly < 30mins)
product drops linear with time (or slightly exponential with an exponent closely below 1)
Money & experience exponential ~ t^0.6
Energy based on current values, up to 100 Energy/8hrs
Motivation drop slightly exponential, 1 @ 15sec, ~10 @ 2hrs, ~60-80 @ 8hrs
...something like that:
(uhm.. ok, the motivation doesn't fit with the shorter durations; but I think it's quite good for a quick draft ^^)
Very nice Bluep -
I don't think that the products should be a linear function though - In the last version it was very important to reward players for being online. That seems to be forgotten.
In order to let it be just a little bit more attractive to do short job times - drop rates should be a little higher for short job times than for long.
This would require an extremely radical shift in the technical implementation, user interface and game design. (More so than any other change to the job system to date.) Once the current system is finalised and out of beta it has the potential to serve the game well, there are plenty of other issues more pressing than changing the job system for a third time.