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CtrlAltDel

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Everything posted by CtrlAltDel

  1. Increasing the sell price of pickles is the clearly better choice. As many others have said, if you simply increase the composting time, you'll just end up with bigger composter farms. But please take a moment to think out the scenario. If you adjust this, what becomes the new meta? Fishing brings in between 1k-1.5k per hour, running tunnels brings in about 2k while its uncontested, but the next biggest farm will come from selling cloth which is effective for both scrap and net worth. This will inevitably create monstrous lag-inducing structures and there will effectively be no change to the way things are currently being done. I would prefer to encourage gameplay related activities myself (ie, encourage players to shoot things, run monuments, etc), so perhaps the best answer is to set the vendor trade quantities at bandit camp back to official settings. This should also fix the impact of the current yields of HQM from the quarry, as well as many other "if not this then that" metas that would arise (selling crude oil, selling corn, breaking other things down into HQM, etc). Edit: also as others have said, increase the decay on twig by like 20x-50x. Ctrl out.
  2. Tested on US Scourge. Loaded 3333 crude oil to output 9999 low grade fuel. At 6.666 wood per crude (1111 stacks), should require about 7406 wood to complete the burn. Autofill function is adding 8333, which will uselessly burn ~900 extra wood.
  3. @JediDrift Not sure this is working as intended... the counter only goes up to 100, which I did by an 18 count. Its fun though!
  4. Hi all, This is my first wipe on the US/EU Scourge servers and I've had a blast. However, I've seen numerous posts and discussions regarding current farming metas and resource uses and spent my time learning about these issues. Currently I see that even with the changes to the wood/charcoal pricing, it is still an order of magnitude better than just selling scrap (literally... it ends up being $1/scrap vs the $0.10 direct sell price). To encourage behavior that is the backbone of the PVE server experience, I'd like to suggest the direct sale of both guns and explosives. Of course, exact net worth value will have to be balanced, but this would: Encourage players to continue to run monuments Encourage crafting across all levels Remove the incentive to give away high tier items to players because they have greater value Fundamentally, this has some complications with features such as shared looting, instancing etc, but I believe that can be balanced in terms of value. The goal of the server should be to have players different means of obtaining net worth or enjoyment. Ultimately, I can't help but think about how utterly worthless my armor and weapons are in the light of components and raw materials which is one of the reasons I think the pickle/wood/charcoal/stone farming has become what it is today. Thanks for your time, CtrlAltDel
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