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Glim
 
PostPosted: Mon, Jan 12 2015, 2:00 AM 

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Okay folks time for some edumacation...

Those first 2-4 minutes after a server resets, where you can't log into it, you just keep getting bounced back out? That's intentional. It's to allow the module time to load in an "untaxed" environment. You aren't going to get in any quicker by spamming the login button, but you will add a bit of extra load to the server.

I saw at least a half dozen people trying to do that on both servers after I restarted the server computer just now. If you want to do your part for the stability of the server as players, wait 5 minutes before logging in after a reset, whether it's a scheduled one or after a crash. You'll be doing yourselves, and other players, a favor.


 
      
Dead
 
PostPosted: Mon, Jan 12 2015, 19:43 PM 

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It is either because of the "who will get first to Kampo's to buy all the stuff" or "who will get the first epic boss grounds". Or that is at least the reason I have been doing it in the past. The boss thing can be avoided, but clearing Kampo's.. it is a popular sport nowdays.

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Glim
 
PostPosted: Mon, Jan 12 2015, 19:48 PM 

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There shouldn't really be anything in the module that is "first come, first served" like that, at least not on an individual basis (maybe on a group basis but). The epic boss issue will be solved with the changes coming down the pipes for that side of things. I'll take a look at Kampo's (and any other merchants folks can think of that have one-per-reset items). There should literally be no reason to be "first" on login.


 
      
corypx
 
PostPosted: Mon, Jan 12 2015, 20:03 PM 

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Glim wrote:
There shouldn't really be anything in the module that is "first come, first served" like that, at least not on an individual basis (maybe on a group basis but). The epic boss issue will be solved with the changes coming down the pipes for that side of things. I'll take a look at Kampo's (and any other merchants folks can think of that have one-per-reset items). There should literally be no reason to be "first" on login.


All the trade merchants I believe get very limited stock, the ones people jump at most are building mats merchants because the lumber,stone....ect, but metal and such get grabbed as well.

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Glim
 
PostPosted: Mon, Jan 12 2015, 20:13 PM 

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Ah, job system stuff. Yeah... unfortunately like most things with the job system, that'd be a rather large pain to try to change just that one thing.

So not to be a hardass but... if people insist on continuing to make a mad dash for the building materials merchants, then I'll just remove them and people can harvest the materials the hard way.


 
      
Fennewald!
 
PostPosted: Mon, Jan 12 2015, 21:24 PM 

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It would be lovely if a few items could be added on a random timer, instead of right at reset. Maybe three times per reset? Even the odds and get a few more items in circulation.


 
      
Glim
 
PostPosted: Mon, Jan 12 2015, 21:35 PM 

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That falls under changes to the job system scripts, which won't be done piecemeal as they're too complex. The system needs to be redone as a whole, or not at all.


 
      
Dead
 
PostPosted: Mon, Jan 12 2015, 23:15 PM 

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Glim wrote:
Ah, job system stuff. Yeah... unfortunately like most things with the job system, that'd be a rather large pain to try to change just that one thing.

So not to be a hardass but... if people insist on continuing to make a mad dash for the building materials merchants, then I'll just remove them and people can harvest the materials the hard way.


Do it now. Those merchants are killing the job system anyway. It is meant to be the "hard way".

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LetumLux
 
PostPosted: Tue, Jan 13 2015, 1:15 AM 

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I think we should as an experiment, if nothing else, and see if it people actually do what we hope and start trading amongst other PCs more. The cynic in me says they won't, but I want to be pleasantly surprised.


 
      
Grymia
 
PostPosted: Tue, Jan 13 2015, 1:24 AM 

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If you can, before killing the Merchants , at the least please see if you can, how many PCs have the gathering and refinement jobs to support that notion.


 
      
LetumLux
 
PostPosted: Tue, Jan 13 2015, 1:34 AM 

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Adapt.

Beyond that, I know from IC interactions that there are a good amount of them, but most people don't take more than a rank or two - very few master because there is no reason to when there is "competition" from the NPC merchants. Besides, if it's somehow a disaster, we can always but them back in, or have them on a request-accessibility basis.


 
      
corypx
 
PostPosted: Tue, Jan 13 2015, 1:48 AM 

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LetumLux wrote:
Adapt.

Beyond that, I know from IC interactions that there are a good amount of them, but most people don't take more than a rank or two - very few master because there is no reason to when there is "competition" from the NPC merchants. Besides, if it's somehow a disaster, we can always but them back in, or have them on a request-accessibility basis.


I still think Glims has the right idea
Quote:
"The system needs to be redone as a whole"

People who need the resources for in game changes will always rush it because of how the system works, only way is to fix the system.

Its to large of a system for such a small player base as I commented in threads before, we have what .01%? of the player base of WoW with 75 jobs to their 11, and each char on WoW can max out 2 of them with a zero fail rate and continuous respawn if resources on maps and no 2min dull cool down timer , we can only max out 1 and a we need to invest a number of said points to pick the trader job to even hold the stuff we collect.

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666WaysToHell
 
PostPosted: Tue, Jan 13 2015, 4:05 AM 

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Is it okay to wait in the character selection screen?

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Glim
 
PostPosted: Tue, Jan 13 2015, 9:57 AM 

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666WaysToHell wrote:
Is it okay to wait in the character selection screen?

Yup, that's fine, thanks for asking :)


 
      
Q't'ulu
 
PostPosted: Tue, Jan 13 2015, 11:24 AM 

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corypx wrote:
Its to large of a system for such a small player base as I commented in threads before, we have what .01%? of the player base of WoW with 75 jobs to their 11, and each char on WoW can max out 2 of them with a zero fail rate and continuous respawn if resources on maps and no 2min dull cool down timer , we can only max out 1 and a we need to invest a number of said points to pick the trader job to even hold the stuff we collect.


1. "System of PC development in WoW was brilliantly designed to be intuitively obvious even for idiots." (not be me)
1.1. (after all, WoW is PvP/PvE, afaiu)
2. Get bag of holding.
3. (JS is oversimplified compared with IRL, so complains about "pesky timers" looks silly, IMHO)

4. (most important) Are there _enough_ people to support raw materials demand?
4.1. I think, space to store adequate supply of materials even of 50 slots is not enough, even with bag (box) of holding 0.2. And carry a LOT of chunks of ore/stone/somethingother is ... bit cumbersome. Carryall support (death) squads, maybe? ;)

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Larsaan
 
PostPosted: Tue, Jan 13 2015, 11:42 AM 

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Dead wrote:
Glim wrote:
Ah, job system stuff. Yeah... unfortunately like most things with the job system, that'd be a rather large pain to try to change just that one thing.

So not to be a hardass but... if people insist on continuing to make a mad dash for the building materials merchants, then I'll just remove them and people can harvest the materials the hard way.


Do it now. Those merchants are killing the job system anyway. It is meant to be the "hard way".

I strenuously disagree. While I understand that it's unfair to players with gathering jobs, it makes little sense for timber to be a less accessible resource than Windreaper's scales. If anything, the merchants should carry more goods (at least mundane stuff like oak or sand, probably not so much ironwood).

Also, I'm pretty sure certain materials (I think it was yew) are only available through merchants, due to the areas that used to house their resource nodes getting revamped or removed.

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Anatida
 
PostPosted: Tue, Jan 13 2015, 12:56 PM 

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Larsaan wrote:
Also, I'm pretty sure certain materials (I think it was yew) are only available through merchants, due to the areas that used to house their resource nodes getting revamped or removed.


After the last update this is no longer an issue. Only Darkwood and Ironwood should be hard to find atm.

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corypx
 
PostPosted: Tue, Jan 13 2015, 20:29 PM 

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Q't'ulu wrote:
corypx wrote:
Its to large of a system for such a small player base as I commented in threads before, we have what .01%? of the player base of WoW with 75 jobs to their 11, and each char on WoW can max out 2 of them with a zero fail rate and continuous respawn if resources on maps and no 2min dull cool down timer , we can only max out 1 and a we need to invest a number of said points to pick the trader job to even hold the stuff we collect.


1. "System of PC development in WoW was brilliantly designed to be intuitively obvious even for idiots." (not be me)
1.1. (after all, WoW is PvP/PvE, afaiu)
2. Get bag of holding.
3. (JS is oversimplified compared with IRL, so complains about "pesky timers" looks silly, IMHO)

4. (most important) Are there _enough_ people to support raw materials demand?
4.1. I think, space to store adequate supply of materials even of 50 slots is not enough, even with bag (box) of holding 0.2. And carry a LOT of chunks of ore/stone/somethingother is ... bit cumbersome. Carryall support (death) squads, maybe? ;)


I get it your Yakov Smirnoff doing the “the Russian Reversal” :lol: right?

I did not want to reply to this as I feel it might derail the thread.... but not doing so might give you the idea your correct and I cant counter said statements.

1. Has nothing to do with anything as we are not talking about PC class building...ect we are talking job system (1.1 has even less to do with how their job system works)
2. If your suggestion is get a bag of holding you clearly have never used the job system for a gathering job as we can have hundreds, if not thousands of a single type (And so should maybe not talk about anything with the job system)
3. It has to do with time taken/ enjoyment/ pay off (Will get to that)

4. No, as we have less and less players then when we did when the job system was released, and even less players who want to stand in front of something alone clicking it every 2mins over the span of 10-20 mins to then move over to the next object to do the same for next to no pay off, even more so when people offer you gold for said work. Even when people offer you 1000 gold per unit for 100(granite,logs...ect) that's 100,000 for a day or two worth of work because factor in fail rate of collecting, limited resources and waiting for server reset to resupply the things and you cant be on amia 24/7.... or you go stab monsters for 30mins and make over 100k

4.1 and 4.2 I'm sorry I have no idea what your trying to say.

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Murex
 
PostPosted: Tue, Jan 13 2015, 21:34 PM 

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I don't think there is any chance of getting players to put any effort into the job system if the merchants are removed.

For gathering and working/combining found materials after spending the long amounts of time that takes, there is always a chance to get nothing out of it. Also, the fun factor needs to remain in the equation of job system changes. There is almost no way the job system can be used to make much of a profit, although I respect those players who try to sell their stuff in Market Hall- I suppose there is a fun factor in that, but I would actually fight monsters myself (and actually make gold doing it).

Standing around in one place in the middle of nowhere to have the chance of getting something or not every 2 minutes is boring. Any new system needs to reduce this bore factor, and I think having fewer jobs would make things much easier. If it was more focused on interaction instead of standing in one spot, it would be a successful change.

It seems like the current job system took a lot of time to make, and I don't think it needs to be that complex anymore. Simplification would be an advantage to the new job system for sure.

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Glim
 
PostPosted: Wed, Jan 14 2015, 0:00 AM 

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This isn't a debate on the job system.

Wait to log in, simple as that.


 
      
LetumLux
 
PostPosted: Sat, Jan 24 2015, 12:00 PM 

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Hey. All of you people rushing Kampo's:
Glim wrote:
If you want to do your part for the stability of the server as players, wait 5 minutes before logging in after a reset, whether it's a scheduled one or after a crash. You'll be doing yourselves, and other players, a favor.


 
      
Glim
 
PostPosted: Sun, Jan 25 2015, 0:21 AM 

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Moot. Removing the Building Materials Merchant in next update. I warned folks.


 
      
Glim
 
PostPosted: Sat, Mar 07 2015, 19:50 PM 

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Didn't realize that the Building Materials Merchants are actually trainers as well, so can't remove them. Instead, you know that 90 seconds after the sever restarts, that even if you hit the log in button, it boots you right back out? I've extended that to 3 minutes. Yes, I realize that this will make it a bit more difficult to get back into the groove of whatever RP you were in the middle of, but it's the trade off we need to make until people stop bum rushing the merchants :P

Change will take effect in the next update.


 
      
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