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#1 [fr] 

Providing NH Transporters with occupation products has become a widely accepted and used feature. Some improvements seem quite desirable, anyway. The imperfections are mainly in three areas:

1. Oversupply with occupation products
NH Transports are designed as a producer/consumer scheme. Teleports are consuming transport status while bringing in products restores it. Recently, a situation of shortage is never reached. Rather, the transport status is nearly always completely stuffed in all 4 countries.


2. Uncomfortable cooldown periods and misleading completeness message
Cooldown period after bringing in the maximum amount of products is very close to 24 hours. That is extremely inconvient as it forces the supplier to do the delivery at the same time everyday to avoid shifting forward more and more. The message when having reached the maximum delivery per day is the same as that when the transport system is stuffed. No information is given when the cooldown will elapse.


3. Tedious delivery of products
Product delivery takes 1 product at a time after going through the following choices and actions: hello -> I want to help you -> product class selection -> product selection -> send. Due to ARCC latency, it takes between 15 and 30 seconds to complete the transaction (troubles with product loss and no reward seem to be gone, thanks for that).

Proposed solutions:

1. Readjusting product consumption
Solution seems easy, just raising the consumption at NH to an extent that leads to an equilibrium. Possibly one could let some days old products elapse as it happens to homins at the merchants (in case the history of given goods is recorded). This threshold could be adapted dynamically once the producer/consumer behavior changes.

2. Changing cooldown periods, splitting and improving completeness and status information
A cooldown period similar to that of occupation products would be a good thing, 20hrs or so. It would allow to practise product delivery at widely same time without being force to log on and do exactly that activity at the same time every day. Further on, the status messages should be split. Only when transport status is at maximum, the message "we don't know any products at the moment" should appear, a different message, e.g. "you already gave enough products for now, thank you" should indicate that the character's limit for the period has been reached. In addition, an information might be given when the next delivery would be possible. It could, for example, be displayed along with the message that the limit is reached, e.g. "next possible delivery in x hrs y min" .

3. Multiple product delivery option
The recent delivery method ist quite exhausting, yet it is the only halfways fair way to do it under the conditions of oversupply of the transport system, where "leeching" by other, lazier players who do not care to use the system to free some slots is occuring frequently. Anyway, once demand and supply will be better balanced, methods of multiple handover of products may be considered. Adding convenience, they should come with a price, namely a penalty for nation points and dappers handed out. The rates might be: 2 products= -5%, 4 products = -10%, 8 products = -20%, 16 products = -40%. Packaging might be chosen on the window where the products are sent or earlier, the chosen package size (1..16) would determine the penalty even if less products are left to be delivered. The justification roleplaywise might be that NH has to unbundle and portion those packaged deliveries thus charges for that effort.

Last edited by Tamarea (1 decade ago)

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Daomei die Streunerin - religionsneutral, zivilisationsneutral, gildenneutral

#2 [en] 

Agreed!
Especially the repetitive stress injury inducing practice of delivering 1 product at the time. If the devs are lazy, just have another option for delivering 20. I'd suggest that the rewards stay the same, but when delivering 20, you imediatly reach your limit (you can't turn-in 35, only 20).

Current situation is very bad. Please fix!

Have fun,
Nuno

#3 [en] 

We should do a termit-like thing. Every occ product you put into the NH system will have different effects, some will kill all the mektoub, other will gather more food *o*

#4 [en] 

love the ideas i'm reading, i'm game for all this and then some.

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Remickla (atys)
Other games - they give you a cookie whether you succeed or not, in fact you don't even have to participate. Ryzom takes your cookie, eats it in front of you, and slaps you 2 or 3 times for bringing a cookie in the first place.
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#5 [en] 

1. Adjusting product consumption.
Unfortunately, modification of product requirements is not a trivial task, and modifying them on gradual and adaptive basis would take even more time. This time would have to be taken from other projects that we feel offer more to the players.

2. Changing cooldown periods, splitting and improving completeness and status information
The cooldown period is already less than 24 hours. Improving the reports on completeness and status information is of low priority, in part due to our feeling that some things are better discovered by, rather than spelled out to the players.

3. Multiple product delivery option
There are many aspects and subtleties to the ARCC system. In this case, allowing deposits of multiple materials would allow players to exploit the New Horizons feature due to the method used to implement delivery of products. The cause is a bug (or feature) of the system which cannot be altered without substantial programming effort.

If these suggestions were easy to implement, they might be considered. However, since they are not, we feel that there are other projects (that we are working on) that will yield more benefit for the players. Thank you for  your thoughtful commentary.

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Tamarea
Ryzom Team Manager
(FR / EN / ES)

tamarea@ryzom.com

#6 [en] 

Tamarea (atys)
3. Multiple product delivery option
[color=#ffffcc]There are many aspects and subtleties to the ARCC system. In this case, allowing deposits of multiple materials would allow players to exploit the New Horizons feature due to the method used to implement delivery of products. The cause is a bug (or feature) of the system which cannot be altered without substantial programming effort.

A lot of the problem is causedby the cumbersome GUI. wouldn't it be possible to keep the window from closing after delivery? that way we would still be delivering one at a tme, but with less repetitive strain.

Last edited by Keldun (1 decade ago)

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The only sane man is the one who considers himself to be insane. Im sane, btw. }¦-)>

#7 [fr] 

repitition is what they want, so less people will do it to the fullest, and as for the fact that the system is never broken, i'll be honest, i've broken systems before, only takes a few hours to do it if you do nothing else, and it takes days (over 1 real life week) to fix it, so when i come back, i'll do EVERYONE a favor and brake ALL four systems, i just don't want to hear anyone complain that it takes 3 minutes to tp from one site to another after i do it, when the system is broken or low, the wait is very long, but ask and you shall receive. i have asked for some of the same things more then once, and was told "no way" just like you. but that's ok, when i come back and get refreshed on a few things, i have a project i've been working on for some time now that i plan to post for everyone to talk about, and i've went so far as to write roleplay stories that go right alone with my ideas, and i intend to put them out there after a time, so the dev's can have some time to decide if they are willing to give the players things they have asked for year after year, or just stick to those "things they are working on" that we never seem to see. right now i have over 15,000 words total for the work i've already done, and feel there will be yet another 5,000 or more before it's done, but i've no doubt that all that work will in the end be much like most things we offer up as ideas, a waste, but i'll still share it with everyone, just to show my love for ryzom and how much i'm willing to put into it, AND pay to do it.

maybe they'll take my idea and put it to use, and we'll all get something we want, maybe not, but that's up to them, untill then we'll just have to send our bills for RSI to WG.

talk

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Remickla (atys)
Other games - they give you a cookie whether you succeed or not, in fact you don't even have to participate. Ryzom takes your cookie, eats it in front of you, and slaps you 2 or 3 times for bringing a cookie in the first place.
What Cookies is about ---- Contact Cookies ---- Cookies at Events ---- For Cookies Diggers and Crafters
Useful Links:
cookies approved referance data, guides, and more. --- ryztools web version --- talkIRC forum post table of contents
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