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Fishing & Flower picking.
Can we buff these please? Do i need to even give reasons for this?
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Well, bouquet making actually gives quite a bit of money, I get 23$ per bouquet.
But fishing, I haven't checked since it was added.. |
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Fishing is horrendous. Great system and something i love doing irl personally but the weakest system on era by far. Just used so people can run around slapping people with fish because they're useless to cash in. Instead of making it a consistently making money system. Why don't you make fishing more realistic and rewarding? By that i mean longer times to get bites and rare to catch some types of fish but when you do, you get a good amount of money or something else. Make it fun based instead of actually putting your rod in the water pulling a fish out a second later and cashing it in. Make it fun. |
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Fishing was complete trash.. original calculations showed it producing about 7.5k/Hour without even counting the cost of bait.. and assuming you caught every single fish you hooked (wow hacker). So.. I quite literally doubled the payouts for each type of fish. The job itself was unique and fun.. didn't cost a lot to get into (you could even get worms for free by digging) and had good variety as far as chances for different fish. I didn't want to add extra baits or stupid golden rods.. it just needed to pay well enough to be a middle of the road job since it doesn't feature escalating levels like other jobs. Should you compare fishing to level 1 mining/bouquets.. it would actually be more profitable in the short-run, so I think it's decent now. Flowers were feeling alright, given the addition of bouquet levels and multitudes of flower gathering methods (scythe, boomerang, worker potion). But most people overlooked the sheer amount of time it took to gather enough flowers to steadily produce bouquets.. so I gave it a tap (+$2 base price/bouquet).. which tacked on about 1k/hour sitting it between Fishing and Mining as a mid-term job (not as much as getting level 100 mining, but takes some effort as opposed to just picking up a fishing rod). The profit margin for Digging may seem a bit low, but it is a jump-into job similar to fishing, yet has no real variables or fluctuation. For example, you could end up catching nothing but low-fish which could give you a less than average profit (there are 14 different fish, so the 'Average' (45) is fairly far from the extremes.. 30 minimum 75 maximum). Plus I ignored Shell Clusters, so GG it might even be freaking op I have no idea how those things work. Cry about it. Trash picking was ignored because I couldn't for the life of me determine reliable variables to calculate the per/hour profit. I could always base it off the # of trash spawned per hour.. but that would just give a max. cap rather than an average profit margin (which was the goal). Okay, bye. http://i.imgur.com/8qbGSUR.png |
I shell to make money on Era, this the math for shelling.
200 tnt = 24k It takes roughly 2 and a half hours to shell 200 tnt. 4k cost for tnt 2.6k cost for workers potions. profit 18.6k (roughly) |
I feel the TNT shells slow the process of digging regularly.
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GGwp more shitty no-thought content by Zach!. :D THA short LIST (of said content): -SR Stands... enabled duping, had to be completely recoded. -Unlimited Ammo... unanimously voted into deletion by competent management. -Individual 200k guns for ammo shops that gave 100% profit... oh god remember this? -No-Pk auto-healing... in process of being removed. -Shell TNT... which is actually pretty alright I guess. edit That's... about it, 6-8 hours of broken content in 2 whole years. 'Oy Vey... he still has a RC. x_xx_xx_x My disdain is matched only by the amount of periods I just typed. |
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it takes 2.5 hours of digging shells to make 20k. i dont see your math adding up. 4k for 200 tnt, 2600 dollars for workers potion thats 6600 dollars investment. in 2.5 hours you dig 200 tnt, earning you a profit of 19,000. Where are you getting this magical 12k an hour of digging shells from? |
ITT: Rogues imaginary numbers.
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**At this point I check the shovel script again to realize there are multiple versions of digging, and I used the wrong freeze-time (.7) which will be corrected now (1)! Normal shelling: The shovel has a freeze/digtime of 1 second when the weapon is used. So you can dig max. 3600 times per hour. At a rate of 60% shellage (using workers potion) per dig, that's ~2160 shells. The average rate per shell is $4 (3+4+4+5/4). $8,640 an hour, ignoring any instance of Shell Clusters. Just checking now, shell clusters appear at a 5% rate with a potion on. This rate is separate from regular shells, and thus it won't interfere with my previous amount/rate. That gives 108 clusters an hour (which matches your analysis.. sorta). Clusters are random at 10-20 shells per. Which is an average of $60 a cluster (15*4). This would tack on $6,480 an hour bringing your new hourly total to: $15,120 - $2,160 for TNT. Which is fairly reasonable, thanks for helping or I wouldn't have realized I used a wrong variable. Edit: Shell TNT now $15 like mining TNT. Woo Job Balance!!! |
No problem. Im just in a bad mood right now and took it out on you unfairly.
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Itsok I'm just trying to take suggestions and fix these things. I used a wrong variable in my original equation.
I troll the forums too and hate on Zach/Koho whenever the moment arises, you can yell at me all you want, Idc. :cool::cool: |
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Seriously though... Has somebody decreased drop rate on litter?
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As i said.. great system and fun to do... Make it worthwhile and things will change.
http://i58.tinypic.com/2cr3waa.jpg |
@Rogue
I'll just point out that the FMK3, XM25, and MP7 were added during Tim's management, and I was the one who added them, not Zach. Assuming those are the 200k guns you're talking about. And you guys should calculate the $/hr on digging with a golden shovel, just for the shits and giggles :D |
I still don't like shell clusters! All that running around trying to pick them up hinder your income!
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You're mad cause it's less macroable :P |
Besides just get rid of the shell TNT and it wont effect(affect? I forget which is which) your macro.
Also what numbers? didn't rogue say those numbers are ignoring shell clusters? o.o |
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According to Rogue's calculations, shell clusters increase your $/hr by exactly 75% And by my calculations, it'll account for 48% of your total profit (6480 / (15120 - 1620) = .48) (the 1620 = $15 * 108tnt) So unless you're spending 48% of your time picking up shells from shell clusters, it's a gain, not a loss. Not having timed myself digging to see which percent of my time goes to picking up cluster shells, I'd say, subjectively, it feels like maybe 20-25% of the time. |
You should be-able to smelt down your Gold and make Event Coins. We're pumping thousands into the economy through Gold and Diamonds, maybe an alternative for the two could less the rate of influx in the economy.
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New found respect for miners, even being inside of the room with 8 machines, it took me 48 minutes as a level 5 miner to process 4.3k rocks. How bored I feel mining alone is comprehensible, now processing my 23k + rocks is going to take me a few days (Let's face it, I'm not going to sit there for 4 hours and process rocks in one sitting)
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Lazy. :asleep: |
haha Yeah I thought the same thing, when he told me about that.
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Why I would mine when I can buy rocks, lead and Iron and still make profit would be silly.
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I just mine for people, and charge like 15$ per rock! Yay profit!
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I charge 1$ per rock to process.
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Shrimps and I have been trying to get staff to fix the problem with minerals vanishing after a certain amount are lying on the ground (right after being processed). We have also tried to get staff to increase the cap for the amount of rocks one can put in the grinding machine at one time. The cap is 20 per machine and I believe it caps at level 85 or 90. I talked to Spike about this, and he said he would look into increasing the cap, but making it extremely difficult to get an increase once you have reached the 20 cap. I like that idea.
Also, lol at flower picking. I remember when I did flower picking back in the day. It was really the only way to make money at the time. But then they made it harder to pick flowers, and to top it off, it was even more of a drag to select the flower one by one in your inventory to make a bouquet. But I haven't done flower picking since 2006 or 2007. I know that they added levels to it, with an increase to the amount of money received with every level. I don't know if it caps off or if each level does more than just give you more money, though. As for fishing, it can be fun, like shown in the pic by Koho, but it really is a waste of time. I don't really look at it as a method of making money; just a way to take a break from Era and talk to other players that are fishing near you. |
Flower picking I get I think 24$ per bouquet, and it actually makes a lot of money. I just buy flowers off people I think it was like 3$ per flower, and just make bouquets.
As for grinding rocks, I got blue to change the way it outputs the minerals, so now you wont hit the level cap of NPCs. There's a limit to how many NPCs can be in a level, I believe it's around 500-600. So it's easy to hit it if you're grinding thousands of rocks. It shouldn't really be an issue to hit that cap any more with the new change. But they will still despawn after 5 minutes I believe. |
Oh damn. Nice. I was still picking up my minerals at 160. More room to breathe now.
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You still have the problem of hitting the item level cap when processing rocks, it was helped a lot with Blue changing the way it outputs the minerals you grind though. I think it allows you to grind 2,500 rocks at a time opposed to just 500 with out having to pick them up.
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Someone could rescript the grinding machines to just keep track of the ores that it would normally drop, and then when the player grabs it, it adds it directly to your inventory.
That would bypass spawning NPCs at all. |
I agree! ^^^
Also an upgrade past 20 minerals would be nice. :D |
Yeah that would be a nice idea.
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Yeah buff it it's fine. I don't mind at all.
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