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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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