DeletedUser
something else I would like to know is what about quests that say you have to do a job for x amount of hours. doing these quests (if the quest requirements say the same) will take twice as long using twice the energy to finish
1) Works:
- 2 hours of work will be as effective as 1 hour is now (luck, money, xp, motivation, etc). Here's an example:
Old: 2 Hours need 24 Energypoints and give 120$ and 100 XP
New: 1 Hour needs 24 Energypoints and gives 120$ and 100 XP
- There won't be a 2-hours-work any more.
- You will be able to set 3 works in your activity queue without premium and with premium 8 works.
=> The game becomes a bit more time-consuming but if you are active, you'll be more effective than before.
I'm farly active, but doubling the energy requirements for jobs (halving everyone's productvity)? Who the hell among the developers thought that was a good idea?
However, as Duduie pointed out, what would fort shops actually sell?
Second: I am a woman, not little and definitely not a boy.
Rewards/energy are still the same. In regard to real life time productivity is actually doubled.
I see what you mean; Ok, if the rewards-to-energy ratio is the same (which I'd missed on first read), that's pretty good... except I really don't like the idea of burning through my energy double-pace. The current system decently fits a 24 hour day. Doubling the speed at which energy is burned is gonna mess with that something chronic.
And I stand by my remark that if we're gonna lose the "2-hrs" option, non-premium should be 4 slots instead of 3, so non-premium users can still set up things for four hours in advance.
What's the reason you couldn't have done this in private messages, hmm? Did you really think the rest of us had to read your argument with duduie?
Take it to private messages, I doubt anyone reading these forums wants to be subjected to your tantrums.
As Duduie pointed out, use the third spot to schedule sleep and cancel it after two hours. That way you get the same productivity (2 hours = old 4 hours) plus you regain all your energy for itI see what you mean; Ok, if the rewards-to-energy ratio is the same (which I'd missed on first read), that's pretty good... except I really don't like the idea of burning through my energy double-pace. The current system decently fits a 24 hour day. Doubling the speed at which energy is burned is gonna mess with that something chronic.
And I stand by my remark that if we're gonna lose the "2-hrs" option, non-premium should be 4 slots instead of 3, so non-premium users can still set up things for four hours in advance.
Yes they did.here's a question I have for someone who has an inside track on the devs and mods
why did the work system overhaul happen?
was there a bug or an error?
was there a vote by players where we all asked for it?
did ANYONE ask for it? did ONE SINGLE PLAYER say "hey you know what would be cool? if Inno changed the work system completely around so that instead of 2hrs jobs we only had 1hrs jobs, and new players can get twice as much productivity out of a day as long as they login every HOUR"
Gotta stop using that word. I quote:their are COUNTLESS promises and advertisements Inno made... that have just faded into nothing,
Hypocrite.what you shouldn't do is try to tell me to shut up and take it to private messages
People have whined about the duelling system for over a year, and now it is getting fixed. Plus I'm pretty sure level 99s duel, so I'm pretty sure it is also a fix for level 99s. Don't try to give me pathetic excuses about how it's all so unfair and you got nothing out of this update.well I am TIRED of your brown-nosing about the Devs, and trying to tell all of us older players this is a good deal for us. so YOU can shut up too
"don't piss down my back and tell me its rain"
FYI, Duduie owns a level 99 character and I can't imagine she'd want to walk away from a "two year investment" either. Seeing as you are both on the same level your input is no greater than hers, and you cannot tell this "noob" to "shutup" and go away any more than she can to you.don't tell me what to do little girl (see how easy of a substitution that was?)
just because I don't want to walk away from a 2year time and money investment into my character and START OVER doesn't give you the right to tell me to walk away, just because I have a problem with the direction these game updates are taking
1. There is a difference between a 'desire' and an 'idea'.now goto ideas and brainfarts, go back a few pages to the old threads from a year ago, and you will see how many people desired fort shops
you know, something to make the existence of forts MEAN SOMETHING
And I will hold you to these words Mr Arrogant. Stop acting you are above everyone else, stop spamming your negativity everywhere and try contibute something to the discussion.YOU do not sit above everyone else in judgment of the universe
you are ONE SINGLE INSIGNIFICANT SPECK of an opinion
just like I am
Again, nothing was promised, only planned (see quote above).no, I would argue that when you implemented Forts, you "promised" us that you would implement a feature that made owning a fort have a PURPOSE IN THIS GAME
I am quite sure the players discussed the 'planned features', I am also quite sure the developers never came here and started a vote on what they would sell.regarding what forts would sell, their were discussions and votes leading up to forts being released
Again with the hypocrisy. What do you want, players to come up with the ideas or devs to come up with the ideas? You can't just whine both ways, pick a point and provide a reasonable argument for it (preferably not in essay form).but at the end of the day, I am not a developer and I am not someone who works for inno games
so ITS NOT MY PROBLEM what fort stores sell;
Trade has been moved onto the 2010 Roadmap, and last I heard is hoped (not planned or promised) to arrive in one of the next few updates.fort shops could be traders (something people have been clamoring for since 2008)
If the shop sold Belle Starr's I could just imagine the chaos that would follow.fort shops could have the special guns (why would this not work?)
As you would say that would make owning the fort "meaningless" as we could just buy the sets and ditch the fort. In fact you don't even have to do that, just go shopping. May as well put the items where they belong, a tailor.fort shops could have new item sets (how hard is it to come up with some new inventory??? that should be one of the EASIEST things for them to do)
As said earlier:marking forts as "implemented" is invalid; their are no purpose to owning the forts because you never implemented fort shops. therefore, I would call forts "half implemented"
1. As you would say, "invalid argument", forts are missing the cherry and not the whole cake.in lieu of that, I see 3 different features from 2009 that have been ignored and passed over
forts, trade, and backpack limit
In that case leave the developing to the developers and get on with playing your game, simple. No-one is forcing you to sit here and rant.WE are not the game developers
we play the game
The devs have a big whiteboard and on that they undoubtedly have a "priority list". They don't magically decide "Hey let's piss off Roland and delay this feature", they make a sensible decision on what they feel is more important for the game.once again my question is simply put, why are certain features from this year given priority over promises made last year?
1. No promises were made.when I first joined the game, there were all sorts of promises and features laid out on the main page
I'm not sure if you actually read this thread or only use it to rant, but that's been explained multiple times, ie the top of this post.it requires people, in the minimal worst case scenario, to spend twice as much time on the game throughout the day in order to achieve twice the results/output
If this is only a "browser game", it isn't supposed to have the heavy graphics of a MMORPG, only a light weight and simplistic user interface. Again, make up your mind.the problem with that is, as people have said, the-west is a browser game and people like to be able to login just a few times throughout the day so they can juggle their work schedules around it
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if you guys want to compete with MMORPG's like WOW, then get some better graphics for pete's sake
Actually that is to deal with two main problems:and finally, it makes it possible for new players whom are very active to literally get TWICE AS MUCH experience or money that a player playing right now could make in a day; couple that with the nice new daily XP bonus, and I think it becomes fairly obvious what the purpose of the lvl99 cap is. it is to make it possible for EVERY single new player to catch up to those of us who started playing 2 years ago, in as short amount of time as possible. does that mean that when everyone achieves lvl99, the cap will be removed?
http://forum.the-west.net/showpost.php?p=90300&postcount=1 said:Planned changes in 2009
Please note that it's not guaranteed that everything here will happen on the English version depending on feedback.
Nothing is guaranteed and if some features do not work well they may never make it to The-West.net.
but at the end of the day, I am not a developer and I am not someone who works for inno games
so ITS NOT MY PROBLEM what fort stores sell; there are tons of ideas that have been floated out there and people wanted them
and they have not happened
fort shops could have the special guns (why would this not work?)
fort shops could have new item sets (how hard is it to come up with some new inventory??? that should be one of the EASIEST things for them to do)
COME UP WITH SOME NEW INVENTORY my god how hard is that?
marking forts as "implemented" is invalid; their are no purpose to owning the forts because you never implemented fort shops. therefore, I would call forts "half implemented"
meanwhile, the latest update will contain things from the 2010 update. how does Inno justify spending man hours on new stuff for NEW players who have just joined, while the lvl99s are capped and still waiting for 3 different updates from 2009?
no its the same if you have no life and can login every single hour instead of once every 2 hours
As Duduie pointed out, use the third spot to schedule sleep and cancel it after two hours. That way you get the same productivity (2 hours = old 4 hours) plus you regain all your energy for it
You're looking at it the wrong waySo characters have to sleep more to keep up with the energy requirements... and that's supposed to be a good thing how?
New (Hotel)
Time: 09:00
Start: 100 Energy
Schedule: 2 hours + 2 hours 5 star sleep (52 Energy)
End: 4 hours ~ 83 Energy & 4 Productivity
Time: 13:00
Start: 83 Energy
Schedule: 2 hours + 2 hours 5 star sleep (35 Energy)
End: 4 hours ~ 66 Energy & 8 Productivity
Time: 17:00
Start: 66 Energy
Schedule: 2 hours + sleep (26 Energy)
Final: 10 hours ~ 100 Energy & 12 Productivity