DeletedUser58
Guest
Right, but I was mainly leading myself from this part: What should be encouraged is for players to build only the manufactories that they have the boost for and to trade with other players for the others.This was the message at the start of this thread.
I would disagree with this. I did build all 3 manufactories when I started the game, but I quickly (in the next few days) sold my other non-boosted goods manufactories and just sticked with Steel ones (that was my boost). If when you're starting out you have just a single neighbor who produces boosted marble and one who produces boosted planks, you can meet all your needs. They will need your steel, you will need their marble/planks. If steel is more common so its harder to sell it, you can sell it at a cheaper ratio (for example offer 100, demand 60). You don't need these other goods buildings unless you have completely no access at all to either of the other two goods (and if that happens now I believe the fault lies in the fact that inactive players aren't moved around, not in how the system works).So for this type of quest to be level dependant is very relevant, because for low level players the need for marble, steel and planks is high for buildings / upgrades / research tree, so to have the 3 manufactories which are available (steel, marble, planks) is a necessity. Above tier 3 I get the impression that this is not the case.
Tier 1 = marble/plank/steel. Tier 2 = crystal/scroll/silk. Tier 3 = gems/elixir/magic dust. Not sure if they come one per each color of header in the research tree but I would imagine so. When you get the quest has a lot to do with how you're progressing with the quests --- if you're going faster you'll get it earlier, if you're going slower you'll get it later on. So it doesn't mean the quest is given out to the wrong audience, it may just imply that someone reached that quest sooner and someone got to it at a later time.Can I just check the definition of "tier".
Why not just keep producing the boosted goods and take those trades? They're not fair (not 300:300) but they're still a better deal than taking the trades from the wholesaler or attempting to produce those goods yourself.In tier 1 and 2 the typical trades on the market are Demand 300 planks Offer 200 marble. So to get sufficient goods for buildings / upgrades / research tree you have to have non boosted manufactories, take these unballanced trades or spend lots of coin and supplies buying from the wholesaler.
You get 1 boosted goods type per tier, and the aim is to trade with other players to get the remaining 2 goods types per tier. You don't start producing goods at the very start of the game, there's a certain period where you don't have access to goods/trades yet. In that period you will likely discover some new neighbors. Once you start producing they will likely also start producing and you can start trading. There's no need to produce non-boosted goods. If you're extremely unlucky to have no one at all to produce a goods type, you can start producing that goods type yourself (at the earlier stages it's better than trading with the wholesaler). But that would still be your own choice, while quests such as the ones mentioned above force you to do this. They don't leave it as a choice for the player.
There is no info about that at the moment, we can only speculate about what the developers aim to do with the different relics. But we all get assigned our boosted goods randomly, so I may have a boost in steel, scrolls, and magic dust, while you get a boost in marble, silk, and gems. If we were neighbors, this means at any stage in the game I can provide you my goods and you can provide me your goods --- there's no need for either of us to build each other's goods. It should be something as a last resort, if you absolutely cannot get the goods in any other way or just if you wish to play the game that way.If there are only 3 boosted goods (on the research tree) then why do we have relecs for 9 different items on the world map? Is it a case of at the moment everyone gets the same boosts but in later development there will be the allocation of a different group of 3 relic item boosts to different players to encourage trading?
But because these quests cannot be skipped, they impose that play-style on the player. That's what I'd like to see changed, make these quests optional or have their requirements be about boosted goods types only. To push the player to produce more of what they can produce in large numbers and to interact and trade with other players, as opposed to being self-sufficient and trying to produce everything themselves. Sorry the post got long, I've apparently gotten carried away in typing. And apparently half of that was not needed if I saw Acamax's reply sooner...