Bloody 9 Posted May 1, 2016 Posted May 1, 2016 What is the reason for labor hours regeneration rate? My character exp. is advancing much quicker than my crafting exp. Include the the BP drop rate and the additional labor hours used for resources, I have hit the labor hour bottleneck.. Question to developers: What is your reason for this restriction? Just wondering? BTW.. Really luv the game and all the work you have done..
xAzDKr Posted May 1, 2016 Posted May 1, 2016 The reason is to prevent people from being able to craft large ships, easily. It is part of the economy shift to being player driven.
admin Posted May 1, 2016 Posted May 1, 2016 two reasons (as usual being brutally honest with our customers) main - to recreate the experience of learning the ship building craft as a real captain (slow and painful as it was those days). To replicate slow rate of ship building where a good ship could take 5 years to make. secondary - hardcore players lobby, many players want to only sail first rates themselves and keep others in cutters (especially if you are a pirate) Going forward - labor hours might get addressed some time in the future. Please dont stay silent about them if you think it is REALLY wrong.
Magnum Posted May 1, 2016 Posted May 1, 2016 Labor hours are pretty OK right now. They are a bit of a slog for newer players - but my clan is starting to see level 35 crafters left, right and center - so it can't be too dang awful. 1
LeBoiteux Posted May 1, 2016 Posted May 1, 2016 Going forward - labor hours might get addressed some time in the future. Please dont stay silent about them if you think it is REALLY wrong. Only at level 29, crafting Renommée, Surprise (and so on) and I think crafting hour regeneration a bit (but just a bit) too slow to build those frigates for a lonely crafter/fighter (especially if you want them yellow and have also to craft notes). But it's perfect for smaller ships. I like the idea of slowly building a ship however. I'll wait for leveling up to make a definitive assessment.
blademage Posted May 1, 2016 Posted May 1, 2016 @admin: We love you devs for your straight answers, and don't worry, we let you know what we think^^ IMHO I'd make LH limited "tradable" e.g. buy further crafting capacity from other players (in units of ONE LH). Each player may offer 10-15% of his LH to others for money. Everywhere people find ways to exploit a system. The current economy in the game is far from perfect, but seems to be a good start. LH limitation is needed (and realistic) to prevent an economical collapse.
Jeheil Posted May 3, 2016 Posted May 3, 2016 I guess I would like to know if there is a notion that I should be able to craft ships for my level, I find that I outran my crafting capability around Post Captain level...I got into the situation where I could no longer craft the ships I could crew. Now this could be simply because I played too much !! Some thoughts : Let me build a building that increases my labour hours (Sweat Shop, Factory or some such), this would give me an X% labour hour regen boost and get better with level, in saying that, it would mean I have less resource generating factories and thus I need money to buy bits...so the ying-yang works. Make labour trade-able (sell-able) asset. Why not ? Those that aren't interested earn money to buy my ships. Should BP's be RNG. I am now on my 7th Golden Frigate. I have had one BP drop. When you could get multiple of the same one, this seemed more sensible as an RNG as it was also a lotto win if you got a dupe. Now its just frustrating. I should be crafting Connies...instead I am crafting to get 'lucky' BP drops. Perhaps having moderators to Labour Hours might also be good, if at peace, then bonus, if at war then negative (or vice-versa depending on how you RP it). If my nation holds a 'region' then bonus etc. Perhaps let me choose as a reward from missions what %age of my reward goes to Gold/XP/Labour Hours...thus those daft enough to play more....can keep up with their crafting...and those at Rear Admiral aren't earning DEAD XP. 1
Fastidius Posted May 3, 2016 Posted May 3, 2016 (edited) labour hours is the only limiting thing in the game at the moment. it is by design mean to limit resource product in the form of materials for crafting and ships in the open world. Duros is detrimental to the game but an acceptable thing at low levels because no one really cares about anything lower than a trinc lvl 30+ crafter from memory. because almost anyone can make them. by my rough study of my clan's crafting about 50% of players are over lvl 20 crafting so hours is slowly diminishing in value. at some point there will be an economy crash and i think the trigger will be high grade notes. once enough people can make high grade notes everything will have a value so low that the only asset of any worth is hours. this will of course need to be fixed before it happens but a 100% player economy needs a way to add assets and remove them. adding is done by crafters and hours and reduction is done by port battles and general ship loss. and ship loss is not high enough for there to be equality yet. once they get the mechanics for PBs and missions to a point where you lose your 1st rates at the same rate as you lose them then you will be able to see some adjustments. Ausez has seen issues and addressed them to make crafting hours flow better for our clan and we have been able to correct shortfalls in out systems to maintain our low ship building prices. KPR is a ridiculous place to buy and sell and most of the happening are based on false reality. High grade notes at 200K santis at 5 million crafterrs overpaying for things creating false pricing and people controllingthe markets in such a way that is detrimental to the economy. If you leave KPR and join PVP clans we all have different methodologies for doing things and crafting hours are only reallyan issue for people trying to push things that can't really be pushed without breaking balance. gold santis are 2 million thats the right price they arrive every 2-3 days from a crafter if everything is managed effectively. If you run short on something then you have to address it as a collective and fix it. Clans do that KPR doesn't. i know i am going off on a tangent but really the question of crafting hours is about making the bell curve for crafters work right .. you have 25 lowbies going up 50 % in the middle doing the everything to provide the top 25 % of high crafters that actually product the ships people need. if you are making ships that dont produce near instant money you are inflating and deflating prices unnessecarily and "someone" gets screwed. the crafter make sure it isnt them and at some stage the ports will stop having production andbuy prices over what they should and the economy will be self driven. this means that the right buildings get made the right trading happens and the grey areas stop existing. A perfect example is compasswood....no one needs compass wood in bulk there is no reason why compass wood can be traded for 1000 a unit in profit yet it happens. this is a small item of little value but high trade because of bad economy. when they fix it people will be sad but the economy will be better. People need to report bad economy things and make it better. people buying 5 million gold santis are allowing the economy to implode over time. BPs are the main factor for ships being built with norequirement for use. this will change in an upcoming patch which makes BPs drop when you outlevel the ship you are building. ie 100% drop rates if you can make a gold ship. low end ships drop to below cost high end ships become a competition point on price and the only real profit will be your crafting hours markup...how much do YOU value those hours... Edited May 3, 2016 by Fastidius
ITFHunter Posted May 10, 2016 Posted May 10, 2016 Going forward - labor hours might get addressed some time in the future. Please dont stay silent about them if you think it is REALLY wrong. Current System every Player get 41-42 LH each realtime hour -> around 984 each day better System (imho) every Player get 41-42 LH each realtime hour + (crafting lvl / 5)-> around 1272 each day for a lvl 50 crafter with that u get a real benefit of your crafting lvl
McFatts Posted May 10, 2016 Posted May 10, 2016 Our labor hours cap increases with level. So as you lvl up in crafting your cap goes up to like 1400 for example. So instead of making roughly 1000 labor hours per day. Could we change it to you make your maximum lvl cap of labor hours per day. So instead of making 1000 per day I would 1,400 per day or whatever my lvl cap is. So instead of making about 42 per real hour, you would make like 58 per hour. This would increase incrementally scaled to your current cap increase. Thoughts?
ITFHunter Posted May 10, 2016 Posted May 10, 2016 To much labour hours. A Little Bonus for a high lvl crafter is ok, but if you get 100% of your max LH each day, you are able to craft evreyday a first rate.
McFatts Posted May 10, 2016 Posted May 10, 2016 (edited) To much labour hours. A Little Bonus for a high lvl crafter is ok, but if you get 100% of your max LH each day, you are able to craft evreyday a first rate. A Santisma requires something like 7,000 labor hours. I don't think increasing your hourly labor hour replenishment from 42 up to maybe 52 or even 60 per hour would mean that you could make a first rate every day. Also this would be tied to your crafting lvl. It would be small and incremental, but it could make a nice difference. I'm open to other options to increase/buy/trade labor hours. I don't think we should drastically change it (or things lose value and pace) but something scaled and minor could help. Edited May 10, 2016 by McFatts
Bommel Posted May 10, 2016 Posted May 10, 2016 To much labour hours. A Little Bonus for a high lvl crafter is ok, but if you get 100% of your max LH each day, you are able to craft evreyday a first rate. Well they could increase the number of LH needed for 1st rates.
Jean Henry de Eden Posted May 10, 2016 Posted May 10, 2016 You can't increase LH needed for a santi. It's already consuming all the LH you can stock... Or the LH limit would have to be increased, and so on. I'd love to regenerate LH quicker, but it helps balncing the game, 1st rates are already easy to get. (except for dropping BPs)
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now