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Death

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Everything posted by Death

  1. Changed Status to Released Changed Version to 4.13.20
  2. This was fixed last night. The server will auto fix next restart or you can replace to expedite.
  3. The new system is completely dynamic which is why all the changes I make to either;or are mirrored. This was done to keep it as performant as possible. There's not too many people who purchase that many pumpjacks so as of right now the cap will remain. If I see a demand for it I will reconsider.
  4. Changed Status to Released
  5. Changed Status to Fixed Changed Version to 4.13.20
  6. Changed Status to Working
  7. Changed Status to Closed
  8. Sell All will sell per unit passed the minimum buy price (20k for stone) for all of that resource type in your inventory. [ezMarket] Aceofspaed[76561198035862701] has sold 190000/190000 stones to the blackmarket for 950 credits. [ezMarket] Aceofspaed[76561198035862701] has sold 73387/73387 stones to the blackmarket for 366.935 credits. 1 / (20,000 / 100) = 0.005 x 190,000 = 950 1 / (20,000 / 100) = 0.005 x 190,000 = 366.935‬
  9. Changed Status to Released Changed Version to 4.12.20
  10. I've subtracted run time decay update for now to let the other changes set in as to not overwhelm players with a bunch of new mechanics at once. Going forward, quarries output will be decreased by default but can be "boosted" by activating perks available to max level quarries. You'll be able to activate 1 perk at a time to boost production: Heavy Duty Your quarry works harder, producing more resources in exchange for required regular maintenance to keep quarry repaired. Efficiency Delete Your quarry works faster, producing more resources in exchange for higher fuel consumption. Feedback is appreciated!
  11. Changed Status to Released
  12. Quarries are not apart of the game anymore. They're not a privilege, they're a feature. Like all features, we're always working on improving them, even if that means going backwards to ensure balance. If you do not want to farm components to maintain a quarry then you can login every 7 hours and repair it for just wood and frags. You only need components when it falls under 1250 health. If you cannot do so then you cannot afford to operate a quarry. I understand your frustration but there are more uses for pumpjacks other than creating an infinite amount of lowgrade for your quarries. Sell the lowgrade for credits, exchange at outpost or sell and trade amongst other players. If these changes takes away your motivation to support our servers I do apologize. We're not a for profit server. If you would like a refund on your pumpjacks feel free to create a ticket at https://rustez.com/help
  13. @RedSkelton Your pumpjacks are not affected by these changes. As long as you login every 14 hours to repair this doesn't effect your quarries either. We do not typically make major changes mid wipe since we have a monthly forced wipe to reset any imbalances that occurred in the previous one. However, since credits do not wipe this was an issue best resolved immediately. You may not see an issue with the old system because you aren't looking for any. As it stands, the economy has inflated over 300% with players peaking the leaderboard with over 2 million credits.
  14. @ZappeR Quarries turn off once they fall below 20% health. I will make sure pipes respect that when auto toggle is enabled. Apologies for my previous post, I was a bit brash.
  15. @ZappeR I encourage you to read the overview, or at least the last few replies, before making assumptions. Nothing in your response holds true other than the fact you now have to work to maintain a quarry. 50 gears and sheet metal would allow you 56 hours of run time. A quarry can run 14 hours before becoming inoperable. If you repair the quarry before it reaches half health, or every 7 hours, you'll never need to use components to repair. If auto start on pipes is causing quarries to be destroyed I will fix this.
  16. @Lolroy Nerfing output would encourage players to place more quarries. That's the main purpose of having levels and the only reason we implemented the run time decay system. @Jelly Belly I have fought for quarries for a very long time, even when they were introduced to survival. They were removed from vanilla gameplay for good reason. They're awful on client performance and removes the fundamentals of farming. The reason I'm for quarries is to give casual players a fighting chance at maintaining a somewhat decent base. But as quarries stand on their own, they do more than that. They give players the ability to produce and abundance of resources to flood the market and completely sink prices to the point where it's no longer worth trading or selling. I will constantly be reevaluating my changes looking for improvements and alternatives but as it stands now, I feel decay is going in the right direction. I fail to see how this decay in any way hinders your ability to farm. You can find the numbers below. 14 hours of run time from 2500 hp to 500 (until it auto shut off) * Stone output is based on the lowest output possible as the node was manually spawned. If you surveyed you'd get double that. Cost: 1,857 wood 563 metal 13 gears 13 sheet metal 25,200 lowgrade Produces: 189,000 stone 47,292 metal 47,292 sulfur 3,780 high quality
  17. @Statler @Dicko A La Mode looking into it now
  18. New update released to reduce decay fraction and repair fraction cost of operating a quarry. See Repairing a quarry section in the overview.
  19. Changed Status to Released Changed Version to 4.10.20
  20. The level cap was decreased to 5 amid player economy concerns:
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