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  #1  
Old 02-11-2008, 07:02 AM
bmc0607
 
Join Date: Jan 2008
 
Default Unrest Bundles: Unbalanced?

All you really need to do is compare the requirements (lots, cash, etc) for the Food bundle to those for the Weapon bundle, and you can clearly see that they are nowhere near equal.

One costs way more, and cannot possibly be created by one, or even TWO, people--which increases the cost, as ingredients have to be outsourced.

So why, tell me, is the reward the same for all of them? Why would anyone ever make or buy a Food bundle, when the wood/weapon/etc bundles are so much cheaper? And luxury bundles... well, let's not even.

Scale the unrest/MoV reward for the turn-in to match the relative difficulty and expense of each bundle, or you effectively remove several such bundles from the game.
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  #2  
Old 02-11-2008, 08:11 AM
Join Date: Jan 2008
Server: Antigua
Society: The Sovereign Cooperative
Nation: British
Career: everything
 
Default

They all cost roughly the same. But some are very easy to make labor-wise, and some take several times the labor.

I really don't expect this to come out right. The first number is cost, the second is cumulative labor per.

Unrest Supplies: Food 2607.39 94.4
Unrest Supplies: Luxuries 2735.39 55.2
Unrest Supplies: Metal 2777.16 20.4
Unrest Supplies: Textiles 2840.75 76.9
Unrest Supplies: Weapons 2615.3 28.75
Unrest Supplies: Wood 2767 18
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  #3  
Old 02-11-2008, 03:02 PM
bmc0607
 
Join Date: Jan 2008
 
Default

Captain:

I'm referring to overall cost--cash, time, effort, etc.

If you're having to buy more pieces from more people (because one person, or even two, can't fit the lots required to make all the items), than at-cost assessments are going to be semi-off to way-off depending on market.

Simply put, these bundles should be scaled just like other turn-ins--if it's easy to make, it generates less unrest and/or more of them are required. If it's hard to make, it generates more and/or fewer are necessary.

There's no reason for all of these to be lumped into one blanket category, seeing (if nothing else even) the huge discrepancy in labor.
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  #4  
Old 02-11-2008, 04:40 PM
Join Date: Jan 2008
Nation: Spanish
Career: Naval Officer
 
Default

I believe it was stated you received MoV's for turning these in, don't quote me on that but I thought I read that in the patch notes. Also, they give 100 unrest over 40. Still they are pricy but well established societies usually have all the required materials covered anyway so it won't mean much to them. From a smaller society/independant society I can see how this could be costly relying on the AH for materials, but I guess that's the set back to it. But yeah the numbers are a bit off for each of them and maybe should be factored in to what they cause.
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  #5  
Old 02-12-2008, 03:39 AM
Arkenor
 
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Server: Roberts
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Default

As a thought, I would suggest that each port only accept 2 or 3 different sorts of unrest supply. A different combination at each one. That way, the demand for the different sorts would be more evenly distributed, and would add another strategic decision to war planning.
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  #6  
Old 02-12-2008, 01:15 PM
Arkenor
 
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Default

Quick question. Did Unrest Bundles actually work on the test center? Because they don't seem to be doing so on Live right now. No one can find any NPC that'll take them.
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  #7  
Old 02-13-2008, 06:59 PM
Joe
Producer Emeritus
 
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Default

Quote:
Originally Posted by Arkenor View Post
Quick question. Did Unrest Bundles actually work on the test center? Because they don't seem to be doing so on Live right now. No one can find any NPC that'll take them.
The unrest bundle missions are there on live, but after they were tested they didn't get unlocked so only GMs can take them. Oops!

We have a new server build coming Very Soon that unlocks all the unrest bundle turn in missions.


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  #8  
Old 02-17-2008, 07:12 PM
Zartolo
 
Join Date: Jan 2008
Server: Kidd
Society: Los Diablos Blancos
Nation: Spanish
Career: Privateer
 
Default

Only an MMO player could complain that he has options and not just one way to make something. They made them fairly equal in cost so that regardless of what manufacturing line you were already vested in you could make one at a reasonable cost. If you aren't involved in any of the lines then buy the cheapest one, if you're partially involved in one of the types then it would be cheapest for you to buy the pieces you need to make a full bundle.
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  #9  
Old 02-18-2008, 01:55 AM
Join Date: Jan 2008
 
Default

Used labor time is a large part of the cost of an item.
And as the game continues and people have more money than they can invest in their trade, labor will be the only limit to your win.

Ignoring such extrem differences in Labor is a great imbalance in unrest:bundles.
As an example i calculate 50-100db each used labor hour (and get that for any sold product)

Using that as a base we are talking about up to 6k difference in price.
Buying materials on the open market and taking that price to calculate the end price would show this huge imbalance too.
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