Unknown2010-09-03 01:23:25
QUOTE (Razenth @ Sep 2 2010, 07:59 PM) <{POST_SNAPBACK}>
Vermilla's been having trouble finding grain of all things. Anyone else?
Not a surprise. Not one bit.
No village in the game produces grain save Estelbar/Acknor, and even then, they only produce grain if they have the grain farmers. The only other way to see grain produced at all is to kill the farmers and take their grain, which... ought to be counter-productive compared to what they are capable of tithing.
Grain was always the most expensive food comm in the old system. Now, it is exacerbated to the level that metals are. We have no say in grain production whatsoever, and are at the mercy of the code.
Yes, I realize that's odd compared to the real world, but hey... Lusternia's not about reality, really.
QUOTE (Xavius @ Sep 2 2010, 08:04 PM) <{POST_SNAPBACK}>
If the dwarven villages are doing the same thing, the game economy is going to collapse.
It's already been said, and it's already been ignored. Please do not post things like this unless you want to simply be dismissed as "alarmist".
Xiel2010-09-03 01:37:36
Would it help some you think if more mobs dropped quest comms? I mean, I see that to raise things like grain, you need to kinda get grain quest comms to turn in and to get those, your only option is to kill the farmers (since they're greedy and are the only things that have them) and that's counterproductive, as Raggy said.
I mean, I could see say:
-Spiders from everywhere (muhagli, Arthr'rart, etc.) dropping spinnerets.
-Dwarves from the Chancel dropping metal ores.
-Aslarans from the Kryden Valik dropping grain comms (though, really, they harvest mushrooms, so I dunno. It's surprising how little farmland we actually have, come to think about it).
I doubt that would solve absolutely all of the problems, but would an option like this help some?
I mean, I could see say:
-Spiders from everywhere (muhagli, Arthr'rart, etc.) dropping spinnerets.
-Dwarves from the Chancel dropping metal ores.
-Aslarans from the Kryden Valik dropping grain comms (though, really, they harvest mushrooms, so I dunno. It's surprising how little farmland we actually have, come to think about it).
I doubt that would solve absolutely all of the problems, but would an option like this help some?
Lendren2010-09-03 01:49:57
And wood! Give us some more of those psycho-trees that only Glomdoring has. Lots of them.
Furien2010-09-03 01:54:46
Give us their spiders, too.
And built-in bashing areas.
edit: Hey, let's make it for everyone! A slum of drunken, hostile tailors in Gaudiguch! A scientific containment area of silk monsters in Hallifax!
And built-in bashing areas.
edit: Hey, let's make it for everyone! A slum of drunken, hostile tailors in Gaudiguch! A scientific containment area of silk monsters in Hallifax!
Unknown2010-09-03 01:55:17
To be fair, a good bit of grain is tithed readily when a village has all the grain farmers. The problem is that's only one village. And unlike silk, which is more a luxury item compared to cloth in tailored goods, grain is rather... ubiquitous in cooking design use, and needed for many patterns. It renders the inept cooking skill - baking - not only more expensive than soups and other early food types, but even less of a gold value when comparing effects on satiety for commodities invested.
I expect sugar to be easier to come by than grain in some orgs, if it isn't already.
I expect sugar to be easier to come by than grain in some orgs, if it isn't already.
Lendren2010-09-03 02:14:34
QUOTE (Furien @ Sep 2 2010, 09:54 PM) <{POST_SNAPBACK}>
Give us their spiders, too.
And built-in bashing areas.
edit: Hey, let's make it for everyone! A slum of drunken, hostile tailors in Gaudiguch! A scientific containment area of silk monsters in Hallifax!
And built-in bashing areas.
edit: Hey, let's make it for everyone! A slum of drunken, hostile tailors in Gaudiguch! A scientific containment area of silk monsters in Hallifax!
Actually I'd rather see non-org areas, like Xiel was suggesting. Much of Glomdoring's free gifts from starting as a bashing/poisons/comms-harvest area has been reduced or eliminated gradually over the years, it's probably best we don't go backwards on that even if we do it more fairly. (Though the idea of silk monsters appeals to me. Hallifax could use a bit more Terry Gilliam. But then, who couldn't?)
Unknown2010-09-03 02:22:01
I hope Seren is at least taking proper advantage of the free raw coal they get.
Furien2010-09-03 02:24:08
Sure, I'll get right on that in the mining villages we own.
...
Oh.
(Though the value doesn't really compare, either!)
...
Oh.
(Though the value doesn't really compare, either!)
Lendren2010-09-03 02:32:33
Yeah, because if there's one commodity we need, it's coal!
(I wonder if they'd let me design a coal throne.)
(I wonder if they'd let me design a coal throne.)
Talan2010-09-03 02:33:26
QUOTE (Furien @ Sep 2 2010, 09:54 PM) <{POST_SNAPBACK}>
Give us their spiders, too.
And built-in bashing areas.
edit: Hey, let's make it for everyone! A slum of drunken, hostile tailors in Gaudiguch! A scientific containment area of silk monsters in Hallifax!
And built-in bashing areas.
edit: Hey, let's make it for everyone! A slum of drunken, hostile tailors in Gaudiguch! A scientific containment area of silk monsters in Hallifax!
There's already a quest for spinnerets in neutral territory, though, and it's always open to do whenever I go to do it. I don't know that there's enough interest in doing commodity quest to merit silk-spawning mobs in every org's territory. But hey, if we're being fair, I wouldn't mind 80 extra tree and totem rooms and an intra-commune transit system and a quest that lets me spy on people undetected anywhere on prime or whatever fancypants, grass-is-greener stuff you guys have!
Unknown2010-09-03 02:43:10
... putting that aside, I think we should be able to turn in fruit from Clarramore and Tolborolla (apples, lemons, etc) for fruit comms. That'd at least be a nice touch, and not require too much reworking from where we're at right now!
Razenth2010-09-03 02:43:47
I wish there were more quests for the more used comms.
Like rockeaters. Vermilla and I must've mowed through 1000 rockeates in the past few weeks since the change, which has let us get gems at all. But now we're having trouble finding weird random stuff like wood and grain that's hard to quest but is used in bulk. Doesn't help that Seren's trade minister seemed to have gone inactive and Glom's shop is locked off
EDIT: I know wood can be gotten at the end of an annoying two hour quest, but what about grain? Kill lots of scrumhogs? And god forbid you need metals.
Like rockeaters. Vermilla and I must've mowed through 1000 rockeates in the past few weeks since the change, which has let us get gems at all. But now we're having trouble finding weird random stuff like wood and grain that's hard to quest but is used in bulk. Doesn't help that Seren's trade minister seemed to have gone inactive and Glom's shop is locked off
EDIT: I know wood can be gotten at the end of an annoying two hour quest, but what about grain? Kill lots of scrumhogs? And god forbid you need metals.
Jayden2010-09-03 02:49:45
QUOTE (Lendren @ Sep 2 2010, 06:09 PM) <{POST_SNAPBACK}>
However, lots of things have been balanced based on those prices. The amount of time it takes to earn N gold hasn't changed.
Incorrect since the beginning when steel was 200 gp average (most of the time more) the earning of gold has increased. How to earn gold in the olden days were village/commodity quests (there were only 8), pilgrims (there were no bards or scholars), and astral. Basically what we are feeling now economic wise is the same as it was before, it is just people arent used to it.
Unknown2010-09-03 02:51:28
QUOTE (Jayden @ Sep 2 2010, 09:49 PM) <{POST_SNAPBACK}>
How to earn gold in the olden days were village/commodity quests (there were only 8), pilgrims (there were no bards or scholars), and astral.
Old astral was the best, most ridiculous gold mine this game has ever had.
Aerotan2010-09-03 08:39:23
If you could get up there/survive up there.
Shaddus2010-09-03 08:42:53
I just put a bunch of wood, silk, and cloth into my Empress Aethershop at 100 per. Let's see how fast it sells.
QUOTE
wares commodity
Proprietor: Deacon Shaddus Mes'ard, Instrument of the Red Masque.
--------(Item)-------(Description)----------------------------(Stock)-(Price)-
The shop attendant smiles warmly, showing that you are especially welcome.
cloth: 85gp each 153 85gp
silk: 85gp each 160 85gp
wood: 85gp each 322 85gp
Proprietor: Deacon Shaddus Mes'ard, Instrument of the Red Masque.
--------(Item)-------(Description)----------------------------(Stock)-(Price)-
The shop attendant smiles warmly, showing that you are especially welcome.
cloth: 85gp each 153 85gp
silk: 85gp each 160 85gp
wood: 85gp each 322 85gp
Nariah2010-09-03 14:03:53
I'm seeing some great improvement. The prices seem to have went down and they don't always change immediately upon purchase (bought cloth at 50 twice before it went up to 53), and if the stock is high, the prices don't jump up by as much as they used to either.
Edit: It still seems to take 2 spinnerets to lower the silk price by 1gp no matter the stock. Way steep!
Edit: It still seems to take 2 spinnerets to lower the silk price by 1gp no matter the stock. Way steep!
Xenthos2010-09-04 00:45:14
So, 1717 commodities just up and destroyed themselves at this weave.
And that's just from Glom's villages.
Some amount was tithed, a greater amount just disappeared from the villages; that total missing is 1717.
Tons of commodities destroying themselves every day is not a good thing.
And that's just from Glom's villages.
Some amount was tithed, a greater amount just disappeared from the villages; that total missing is 1717.
Tons of commodities destroying themselves every day is not a good thing.
Unknown2010-09-04 02:02:55
QUOTE (Xenthos @ Sep 3 2010, 07:45 PM) <{POST_SNAPBACK}>
Some amount was tithed, a greater amount just disappeared from the villages; that total missing is 1717.
For reference, "some amount" in this case actually means something in the realm of 2850 assorted commodities.
It definitely wasn't lesser than the amount lost, but what might be more important to consider is how this loss concerns those who aren't a part of the org receiving the tithe. It reflects more than 50% of what was given to Glomdoring, which is still a sizable bit.
Xenthos2010-09-04 02:18:26
QUOTE (Vendetta Morendo @ Sep 3 2010, 10:02 PM) <{POST_SNAPBACK}>
For reference, "some amount" in this case actually means something in the realm of 2850 assorted commodities.
It definitely wasn't lesser than the amount lost, but what might be more important to consider is how this loss concerns those who aren't a part of the org receiving the tithe. It reflects more than 50% of what was given to Glomdoring, which is still a sizable bit.
It definitely wasn't lesser than the amount lost, but what might be more important to consider is how this loss concerns those who aren't a part of the org receiving the tithe. It reflects more than 50% of what was given to Glomdoring, which is still a sizable bit.
Ah, so not greater, but about 40% of the overall amount that the villages 'got rid of' exploded into thin air.