Forge Bonus (in General)


[FireBreathing]Dragon February 26 2005 8:14 AM EST

i dont know if someone suggested this yet but i think like when xp bonus from fighting there should be a bonus for forging + with money the x would forge faster something like that

bartjan February 26 2005 8:23 AM EST

What would that add to the game?

MrC [DodgingTheEvilForgeFees] February 26 2005 8:38 AM EST

Bart, a bit of change. What did wacky fight rewards add to the game? Something different, a change from just the same old thing every day which gets quite dull (no, CB gets dull? Never! You know what I mean though).

Batman, I don't think it's a terrible idea but it does look to be something that'd cause problems, what happens when we get a x120 weapon and someone gets it to x121 with 3 days worth of BA just in wacky money...

bartjan February 26 2005 8:43 AM EST

Wacky fighting gives you a choice, because it combines an advantage with a disadvantage. There is no such thing in a wacky forge, unless you're suggesting a dwarf randomly confiscating items, even when properly forged.

This game is all about choices...

ywnwraith February 26 2005 9:05 AM EST

what about linking some type of forge bonus to revenue generated by economic clans, kinda like the experience bonus for fighting clans. Even if it capped at 5% for the top clan instead of 15%, it'd give econ clans something to strive for other than pride.

[FireBreathing]Dragon February 26 2005 8:12 PM EST

well it could cost more

smallpau1 - Go Blues [Lower My Fees] February 27 2005 12:23 AM EST

How bout this idea.........During whacky money and/or exp times, make it so forgers %'s go up more than usual during those 6 hour periods.

Ex. - Like if one cycle goes up by 25%, during a whacky time it would go up 40% instead of the normal 25%.

Undertow February 27 2005 4:18 AM EST

What Bartjan is trying to say is that with whacky times there is a trade off. EXP and less cash, or more cash less exp.

The only way I see this working is by having one time cost less / point, and the other offer more progress per cycle. But what do you give up?

And it could SO be abused. For instance, you forge something right up to the border of it's cycle, when it's gonna gain a point, then you wait till whacky time for the last BA to spend on it, and the other 10 items you have in your inventory.

Forging %'s would drop too, because would know they save money on forging, and would pass that on to the employer, not actually helping anyone, but hurting forgers who can't get on durring whacky times, and as such have to charge more.

That is all.

Zoglog[T] [big bucks] February 27 2005 5:08 AM EST

I suppose if this was ever implemented (which it never will be because it should be in FORS by now) but the trade-off would have to be something like
1)"more progress per cycle while more expensive upgrade"
2)"cheaper upgrade but less progress per cycle"
3)Then also to stop abuse would need to be that a point gets reset at the end of wacky time if you were working on it.
All very confusing systematics which wouldn't work.

[FireBreathing]Dragon February 27 2005 9:53 AM EST

or it could be like a clan idea like every 10k NW forged could be like 1 point and then forge clans could get spots like that with a bonus or with the economic clans

Zoglog[T] [big bucks] February 27 2005 10:01 AM EST

Ok I think we should let it go already.
Jon has already expressed himself that economic clans are staying the way they are. They already gain enough bonus from reduced transfer fees to make up for fighting clan bonus.
If somebody wants an economic clan then fine that is their choice they know what they are getting into, if they don't like it then they don't have to be there simple, no?
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