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Mickey
09-14-2005, 01:08 AM
A few minor changes related to jewel hunting:

- First, you can now carry a maximum of 50 jewels. Once you reach 50 you need to convert them to Geos before you can collect more.
- Second, the "enter the code in the box below" image has been muddled up a bit more to make it harder for people to cheat. It will likely be messed with even more in the very near future.

blitzkrieg
09-14-2005, 10:25 AM
you can now carry a maximum of 50 jewels.


I think maybe 20 is a more appropriate number. 50 jewels sitting there everytime you log on (assuming scripting) is still 112.5 geos - 1500 troops. I for one have never had my jewel count higher than 20 before cashing them in and it just makes it harder for the scripters, or they have to stay online more to keep cashing in.

I definetly think putting a max on the jewel holding count is the way to go, but 50 is still a little high IMO, that's all.

P.S. There's a nice Aussie war going on at the moment, some more cities to fight over would be nice (or we could all share)...

Adelaide - 1,119,900
Perth - 1,433,217
Darwin - 109,419 (not very big but geographically well placed in North Australia)
and Brisbane - 1.77 Million on the east coast above Sydney

All Wikipedia populations
Not massive cities but a lot of fun for the Aussie war.

The full version of the game will definitely need more Aussie cities as we always get stuff later than anyone else in the world and it would be nice to at least some of our own backyard to play in.

michael fontenot
09-16-2005, 04:53 AM
Mickey,
Great job fixing the jewel collecting "Invalid string" problems, getting over 95% now on picking up jewels. Also the jewel limit was a good idea, slowing down the scripters.
thanks

Mickey
09-16-2005, 04:57 AM
Great job fixing the jewel collecting "Invalid string" problems, getting over 95% now on picking up jewels. Also the jewel limit was a good idea, slowing down the scripters.

Thanks for the nice comments. I'm glad you like the changes.

Mickey

RossumsChild
09-20-2005, 04:30 PM
I think blitz is right, a 20 or 25 jewel limit is probably reasonable.

Personally, I'm not sure I like the Jewel hunting feature at all. I'd rather see it phased out as more and more other more legitimate and realistic ways to make money are added.

That doesn't keep me from mindlessly collecting 50 jewels every morning though. :P

jduddy
10-14-2005, 04:21 AM
I think maybe 20 is a more appropriate number. 50 jewels sitting there everytime you log on (assuming scripting) is still 112.5 geos - 1500 troops. I for one have never had my jewel count higher than 20 before cashing them in and it just makes it harder for the scripters, or they have to stay online more to keep cashing in.

I definetly think putting a max on the jewel holding count is the way to go, but 50 is still a little high IMO, that's all.

P.S. There's a nice Aussie war going on at the moment, some more cities to fight over would be nice (or we could all share)...

Adelaide - 1,119,900
Perth - 1,433,217
Darwin - 109,419 (not very big but geographically well placed in North Australia)
and Brisbane - 1.77 Million on the east coast above Sydney

All Wikipedia populations
Not massive cities but a lot of fun for the Aussie war.

The full version of the game will definitely need more Aussie cities as we always get stuff later than anyone else in the world and it would be nice to at least some of our own backyard to play in.



I would vte for even a smaller number such as 10 or 20 max. This would still help the newbie while discouraging the scripter (it will happen again).

palau
10-14-2005, 10:07 AM
I would in addition limit the jewels you can collect per day to a max of 50 for example. More than that is real hell for any player but scripters.

And please limit the daily bank earnings for the new game after reset. Otherwise nobody will be encouraged to occupy any city but just to save Geos in the bank. Something like first 1000 Geos give 5%, next 9000, 2% and the rest 0%. This would bring long-term balance!!!

TheMightySquigglies
10-14-2005, 12:41 PM
50 jewels takes 10 mins for me. I dont consider myself to be as regular a player as some on this game but I can certainly collect at least 100 jewels a day without problem.

reklats
10-14-2005, 02:12 PM
I have an idea... just eliminate jewels and give everyone 100 geos a day. No scripts, no jewels, no problem.

Mickey
10-14-2005, 02:31 PM
I have an idea... just eliminate jewels and give everyone 100 geos a day. No scripts, no jewels, no problem.
I like the idea, but that would greatly encourage people to create multiple accounts, which we certainly don't want.

War_Peace
10-14-2005, 02:55 PM
I have an idea... just eliminate jewels and give everyone 100 geos a day. No scripts, no jewels, no problem.

Excellent idea! :whine:

Mickey, this is the most important issue right now. Can't you talk with those guys that reklats recommended??

Multiple accounts can be gone for good...

reklats
10-14-2005, 03:21 PM
Well, you could also eliminate bank transfers... then multiple accounts would be pointless. ;) though you'd also eliminate a fun feature.

His Lord Uberdude
10-14-2005, 04:09 PM
Well, you could also eliminate bank transfers... then multiple accounts would be pointless. ;) though you'd also eliminate a fun feature.
You can't eliminate the fun of a game to prevent cheating. I mean, some people use multiple accounts to create oil wells and such more often! We should eliminate resources, if that's how we're gonna deal with cheaters.

reklats
10-14-2005, 04:14 PM
Well eliminate jewel hunting would SERIOUSLY reduce the server load, thus eliminating other forms of cheating. ;) ;)

palau
10-14-2005, 04:55 PM
50 jewels takes 10 mins for me. I dont consider myself to be as regular a player as some on this game but I can certainly collect at least 100 jewels a day without problem.

I can also collect them very fast! It is also very easy without a script. But I think 10 minutes a day is enough for this repetitive task, unless you really enjoy it :confused:

I would actually limit it to 20 jewels yielding 5 Geos each.

But I would not wholly remove jewels either. First, it is intriguing and looks cool the first time you play. OK, just the first 5 minutes. But the feature is already there and it could be still useful when you need those few extra Geos at a particular moment!

PLEASE comment my idea of limiting the earnings from the bank. This issue is in my opinion as serius or even more than the Jewel hunting stuff (see my post above).

Beezer
10-14-2005, 05:12 PM
PLEASE comment my idea of limiting the earnings from the bank. This issue is in my opinion as serius or even more than the Jewel hunting stuff (see my post above).
It's not a bad idea, but that works counter to the way a bank would operate in the real world. And I think Mickey is trying to go for as much realism as possible.

That being said, I do think that the bank interest should be dialed down some. Or change the way that it compunds. Instead of compounding it every 5 minutes, compound it on a daily basis. Maybe make the rate around 1.5%??

reklats
10-14-2005, 05:16 PM
More like .1% if compounded hourly.

Beezer
10-14-2005, 05:18 PM
More like .1% if compounded hourly.
True. I was thinking of the daily compounding when I picked 1.5%.

Hourly might be the way to go though.

War_Peace
10-14-2005, 05:24 PM
Active players shall be rewarded but others shall not be forgot either...

I say, mines(and all) give out their resources in a predictable way. For example: A mine that costs 50Geos will give out 100geos in one day and lasts for one day too. You can plant mines every 8 hours. All for rewarding the active players.

To maintain the balance, let's make a decreasing rate of banking interest like the current jewel system.

No transfers between players. This is really a problem! :(

For multiple accounts, why not remove the "Log Out" button?

Once you're in, there is no way out ;) :lol: Would it work? Though, you can always delete cookies...

Beezer
10-14-2005, 05:37 PM
To maintain the balance, let's make a decreasing rate of banking interest like the current jewel system.
Do you want balance or do you want realism?? Realism would suggest that the more you have in the bank, the more interest you will earn. Most banks offer Money Market accounts that earn varrying levels of interest, based on how much money you have in the account.

$0 - $5000 = 1.75%
$5001 - $20000 = 2.25%
$20000+ = 3.5%

Too much "balance" will make the game incredibly boring. I say make it as real as possible.


No transfers between players. This is really a problem! :(
This would eliminate most of the advantage of being in an alliance. If I am being attacked and none of my alliance members have armies that will reach me beore my enemies will, it is nice to be able to get a little money from them to help defend myself. Unfortuenately, there are those among us who abuse this with the use of multiple accounts.

I do have a suggestion though. We'll use the Money Market account from above. Most money market accounts have a limit on the number of withdrawls you can make from the account in a month. What if we had a limit on the number of withdrawl transactions that could be made in a day/week/month?? That would add a bit more strategery to the use of the bank.

I may have to start t new thread on this to get some feedback.

brodie2219
10-14-2005, 05:49 PM
why not have a bank with a fixed rate of say 1.5, Then have 3 or more actual money markets where the rates fluxuate leading to possible rick of money loss. limit transactions to other players to 1 per hour, transactions in your own bank unlimited and limit the resource conversion to once every hour, that way you have complete access to your own money, Scripters can't change jewels and send money to strange places which it what the hour limit on the bank is about.....you can even change the resource conversion to 2 hours

aravan
10-14-2005, 09:40 PM
why not have a bank with a fixed rate of say 1.5, Then have 3 or more actual money markets where the rates fluxuate leading to possible rick of money loss. limit transactions to other players to 1 per hour, transactions in your own bank unlimited and limit the resource conversion to once every hour, that way you have complete access to your own money, Scripters can't change jewels and send money to strange places which it what the hour limit on the bank is about.....you can even change the resource conversion to 2 hours

I like the way this thread is going. Like real life we may have a checking or savings which we can, for the most part, have unlimited transactions. However, they dont earn much interest. On the other end we have Money Market accounts or other types of investment vehicles that earn a greater amount of money, but afford you less access. So for this game you could have the ability to use 2 or 3 "bank" accounts. 1 with unlimited access, though it doesnt earn much and has a set Geo maximum. Limit this account to the only account that can transfer money to, or receive from, other players. Create a 2nd account that earns a higher interest level but gives you less access. You can have unlimited funds in this account but there is a minimum deposit and minimum amount of Geos before the account is closed. Maybe with a withdrawal or deposit limit of only every 12 hours. And then a 3rd that has very high interest but really limits transaction ability. Say, once every 48 hours. Same thing with the minimum amount of Geos. It'll be a lot more work to program, but it is certainly more like real world.