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#2
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No, currently the payouts remain at the old cap.
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#3
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but at least you don't need to dump spend all your gold to collect the full payment
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#4
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instead of 11kk you got capped 10kk |
#5
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How are you losing gold over 10kk which is actually 10 million for those who don't know what that is. Player gold cap is now 1 billion and rewards are capped and 10 million so you can't lose what you never had to begin with.
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[SIGPIC][/SIGPIC] have fun, fight hard, die honorably s3 s10 bobo baggins s4 drittz |
#6
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Introduction of gold weekend = city guard times 5, no cap of 1 million / hour, but complains of gamers not doing the math. So if you were able to calculate to your max wallet you had made several short shifts instead of 1 long. -> 10h are worth ~ 17 Million / getting paid 10 Million is not the ideal solution, but the one lazy gamers wanted in the first place ![]() I hope they include this in one the next patches, since all players with normal city guards > 200000 / hour are concerned. ------------ For quests you would have to do some book keeping to ackknowledge a lost. if 10.000.000 ![]() 3.143.000 ![]() ![]() ![]() --> difficulty: long time observation of your quests needed in what range they are delivered to you + special quests .... Edit after quote from bobo below: Quest generation and city guard were not mentioned to be included in the patch, so no reason to complain but a place for wishes ![]() Hehe for myself speaking: City guard > 10.000.000 was there at first and may be even second gold event, I used it because it fitted my schedule nicely. With preskilling the secondary attributes I lost nothing but gained more as I do currently. Since the reason for this is gone now I'd like it the way it was in first place again. ------ Quests: I never looked at it closely enough, but I'm in favor of the old heros = highest level players. I have little problem with helping hands for late starters but I don't like anything less in form of bonus events for the highs. As person in charge for balancing I would look at the quests -> time/gold/exp. If I know there is a bonus event that overflows a cap I would shift it to the other attribut or deliver shorter quests: 2 times an amount below 10.000.000 with Exp is better as capped without rescaled Exp. So I don't say there is a problem, but it shouldn't hurt to double check it with some of the next patches
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PlayerId > 50K on the main server 1 month without guild and shrooms Guild build up for a bunch of nonshroomers Top 200 -> Top 5 without mergers and without using the name of old times Leaving based on activity decline ![]() Officer in the Top 1 guild and sort of co-leader for > 1.5 years > Lvl 300 10/30/12 as 17th player (stopping financing) > 17/5xK is either a sign for a superior player or the warning sign for the deaths of many before > 11/23/13 retiring as guild officer Last edited by Ragorth the Vengeful; 05-05-2013 at 08:37 PM. |
#7
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It was like when we had 10 million gold cap for players where we were earning the gold but losing some because of the cap. In this case we never got or can get it so if it isn't there to begin with you can lose it.
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[SIGPIC][/SIGPIC] have fun, fight hard, die honorably s3 s10 bobo baggins s4 drittz |
#8
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I see no real difference in capping what you can earn from a quest at 10 million gold and capping what it takes to flush the toilet at 1000 manna. Nothing says earnings need to increase indefinitely.
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The Following 2 Users Say Thank You to spiny norman For This Useful Post: | ||
bobo baggins (05-06-2013), iTZKooPA (05-06-2013) |
#9
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That is true, spiny, but I understand the concern. It is the psychological expectation of progression creeping in. If I am making the same thing I did a year ago but costs continue to increase I am losing out to inflation.
Oh, heavens. I just brought economics into this! |
#10
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[SIGPIC][/SIGPIC] have fun, fight hard, die honorably s3 s10 bobo baggins s4 drittz |
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