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Old 07-13-2005, 20:53   #41
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Thanks for keeping us up to date on any latest improvements in progress Marco. I imagine being the public face of Mindark PE can at times be demanding, yet with any MMO games someone has to be that face for the success, the scrutiny and the constant and expected feedback. I hope your being paid well . I like many do appreciate your very necessary position.


MMORPG improvement ideas, every person will have a hundred of them.
The one's to choose, the ways to impliment, the game balance, the coding, the bugs and the feedback, that's the hard bit.

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Old 07-27-2005, 18:14   #42
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Don't get your hopes up...
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Old 08-02-2005, 12:08   #43
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i wonder when it will come, its second of august already
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Old 08-02-2005, 13:38   #44
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Dunno, but I thought I could see some load balancing going on last night...there was a high number of mobs in some locations.
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Old 08-03-2005, 19:49   #45
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Question

Hi Marco.

Intresting reading this, I thought about some new work that players could be doing in the future, they could work like artist/painters and make wallpantings that others can buy and put in there homes. In the same way maybee like coloring clothes they could coloring frames instead, and making paintings...


What about food and eating? Maybee fishing would be a new ocupations, pick/find worms, make/buy fishingtools and start fishing. The more fish you get/eat the more healt/power you get or something like that.

Hunting mobs and get loot like wool, skins and maybee meat or some other stuff in a more reality way.

A question, way cant I put down things in the balkony whitout other player can pick it up, would be nice to se garden furniture there and maybee some flower decorations ;-)

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Old 08-14-2005, 06:12   #46
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hello,

ive got 2 suggestions and forgot the 3th one :P

well, here they come:

- loot TT calculator

id like to see what the tt value in my loot window is, and especially with mining. its such a hassle looking up over and over in your inventory how much you got.


- ingame calculator

suggested alot before, a calculator ingame with the possibilities to count up, count down, add %, etc.
also if it could remember previous calculations that would be nice.



regards,

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Old 08-14-2005, 07:02   #47
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Quote:
Originally Posted by Pretender
- ingame calculator

suggested alot before, a calculator ingame with the possibilities to count up, count down, add %, etc.
also if it could remember previous calculations that would be nice.
bump for this, also an ingame notepad would be nice just a simple place where we can keep notes and save for later. Or is this what avatar history is for? :p
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Old 08-14-2005, 12:23   #48
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Marco!

Sorry about the yelling, but I really need to get you attention on this:

REMEMBER

However the idea of factories and having in-game-jobs sounds super and is long-waited for, this is just a game and the employer may never trust his eployees to show up to work...because it IS a game and real life most often lures the employees to stay on the sofa...or something else.

So if (and believe me, I most of all, would like to see in-game-jobs a reality)
you make in-game-careers possible (in the meaning of working for other players) please add such a feature in the coding, that the work-relationship is either "occational" "one-day-only" "three-hours-only" or something like that.

I am very afraid that if the working relationship is made to be "permanent" or "every-day-8-hours" it would result into chatastrophe by making the employee loose her free time....and maybe not showing up to her work

And that would make a huge monetarily loss to employers.

Maybe a feature, that the factory would always be open to registered employees to walk in and make stuff...get paid instantly and then walk off to do whatever.

That way it would stay free-will-based and the employers would not have to pay salary, only pay for the items the employee makes in the meantime she does her job.

Also the employer might want to hire hunters to get raw materials, that would mean every time the hired hunter manages to loot the asked item, it would instantly appear into employers factory and the money to the hunter...that way there would be no relay...if the hunter has to walk to the factory in order to give his items, it would result the factory to lack materials.

And, naturally, whilst in factory all the employers must have all access to the raw materials...and all items go directly to the factory-inventory.


Making any kind of job-relations possible, I suggest to make a "job-window" similar to the team window. The team leader would naturally be the boss and team members the emloyees. The team rules would be agreed to be like "acquire 100 bottles of sweat and I will give you 3 peds"
For each team member the same rules. And naturally the team rules allowe empty "add-your-choosing-here" spots on the rules like in this case it would be a multi-select drag window for word "acquire" (other alternatives in the drag window could be like "hunt" "craft" "sell" "buy" "mine" etc.) and amout box would be a toggle-bar or "type it in" to the employer to type the amount he wishes to get. And the salary must be based on 1 item value, so if you get 1 bottle sweat you get 3 pecs and if the employee quits he gets paid for the bottles he has managed to get so far.

Naturally a must add on would be " I quit" and "You are Fired" -buttons, once pressed you get paid for the results so far. If the employer has not enough money to pay, the items remain on the employee´s inventory.

And I would also like to see these agreed items to instant-inventory to the employer and the salary to the worker.

Last edited by Cay; 08-14-2005 at 12:38.
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Old 08-14-2005, 12:45   #49
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Quote:
Originally Posted by Cay
Making any kind of job-relations possible, I suggest to make a "job-window" similar to the team window. The team leader would naturally be the boss and team members the emloyees. The team rules would be agreed to be like "acquire 100 bottles of sweat and I will give you 3 peds"
For each team member the same rules.
<....>
like in this case it would be a multi-select drag window for word "acquire" (other alternatives in the drag window could be like "hunt" "craft" "sell" "buy" "mine" etc.) and amout box would be a toggle-bar or "type it in" to the employer to type the amount he wishes to get. And the salary must be based on 1 item value, so if you get 1 bottle sweat you get 3 pecs and if the employee quits he gets paid for the bottles he has managed to get so far.

Naturally a must add on would be " I quit" and "You are Fired" -buttons, once pressed you get paid for the results so far. If the employer has not enough money to pay, the items remain on the employee´s inventory.

And I would also like to see these agreed items to instant-inventory to the employer and the salary to the worker.
cool ideas. this might be the first step in making employment a reality.

rep given.
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Old 08-14-2005, 13:08   #50
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I didn't read the whole of that huge post but just pay people by the hour, have it so for every hour you do there is a minimum of 12 hours 'vacation'(not sure on the specific numbers)for a 2 hour shift. So people can work extra on some days have the next day free but still be able to have time ingame were they aren't working. But the ammount of vacation time would have to be related to the length of the shift. You could also have jobs where you work specific days.
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