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Thread: NPC Production/Resource Issues

  1. #1
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    Text NPC Production/Resource Issues

    A levle 1 NPC city has:
    10 level 1 farms which produce a total of 1,000 food/hr. This is a total capacity of 100,000. The this part if ine.
    1 Sawmill = 100/hr; capacity 10,000
    1 Quarry = ditto
    1 Ironmine = ditto

    The first problem is a fully stocked level 1 NPC city has 20,000 of each resource which is twice its limit. Where is the additional 10,000 in storage coming from?

    The second problem there are 20 level 1 cottages for a max population of 2,000. With a loylaty of 80, the current population is only 1,000 instead of 1,600.

    The third porblem is gold production is capped when, technically, gold production could continue indefiniely.

    The fourth problem is the the working and idle populations. If the max popuation is only 1,000 (instead of 1,600), then there should be an idle population of 845 as it takes only 145 population to work the above resources (this assumes production is set to 100% - anything less than 100% would create more idle population.)

    If there is an idle population of 845, then whay are there only (roughly) 150 troops in a level 1 NPC city? Should the idle population be used for troops production at least one time over? Moreover, shouldn't the total number of troops be equalized with total food production available? In one level 1 NPC city I scouted, there was less than 900 food consumption of a possible 10,000. That's less than 9% usage of total production.

    Obviously, there are some arbitrary caps. Gold production, for example, is capped even though it restarts when any amount of gold is plundered. While I agree there should be some caps, shouldn't those caps reflect production?

    For instance, resource other than gold and food would be capped at 10,000 instead of 20,000. Food production and the cap on food are in synch. Gold prouduction should continnue because there are few (if any) NPC's which are not being plundered regularly.

    With a 20% tax rate on even a 1,600 population, the total gold production is only 320 gold/hour. In one day's time, this is less than 8,000 gold or roughly 15% of the current cap. If left untoched for a month even, the total gold production at that point would 230,400. Of course, this seems high for a level 1 NPC city but it didnt get there over night. Even with the implied 50% tax rate, the total gold produced over a month is roughly 90,000. This is hardly worth the effort it took to cap gold production in the first place.

    What say you all?
    Last edited by Kempion; 06-15-2009 at 07:41 AM.

  2. #2
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    you are trying way to hard


    its just an npc man

  3. #3
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    I'm just looking for some consitency. I like math which makes sense.

  4. #4

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    Quote Originally Posted by Nesterus View Post
    you are trying way to hard

    its just an npc man
    Agreed.

    There are lots of things which are "inconsistent" in this game, but nobody complains about them because we understand that simplifications have to be made for the sake of playability. For example:

    Each square on the map represents one mile. Is this an accurate scaling? No, but it makes it easier to eyeball distances, and making the scale to 1 makes everyone's life easier. So who cares.

    Scout Speed: If you accept that each square represents one mile, then scouts are REALLY, REALLY fast in the game. They cover miles in seconds. Do you want their speeds to be made more realistic? Do you want to wait 8 hours for a scouting report? Would that make things more fun for you?

    The market: No matter who the buyer and seller are, it takes only 30 minutes to deliver the goods/payment. It could take days to have an army traverse the server, but merchants can do it in 30 minutes? What, do merchants have planes? But if merchant delivery time were tied to actual distance, and we had to wait days for delivery, playability would suffer immensely. That, and again, the game would be less fun.

    So whatever, we understand that simplifications are made for the sake of playability and enjoyment, and we accept them. I don't want something that too closely resembles real life. If I wanted that I'd pick up a simulator, not play Evony.


    EVNoob
    Last edited by EvNoob; 06-14-2009 at 11:13 PM.

  5. #5
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    I wasn't complaining. Moreorless, I was pointing out if the inconsistencies were fixed and NPC production normalized, there never would have been a problem with NPC farming in the first place.

    The design was incorrect from the start.

  6. #6

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    Quote Originally Posted by EvNoob View Post
    Agreed.

    Scout Speed: If you accept that each square represents one mile, then scouts are REALLY, REALLY fast in the game. They cover miles in seconds. Do you want their speeds to be made more realistic? Do you want to wait 8 hours for a scouting report? Would that make things more fun for you?


    EVNoob
    "Really really fast"? Come on now, I already calculated this exactly, don't spit in my face here.

    http://bbs.evony.com/showthread.php?t=16771

    Scouts travel at roughly mach .5 with level 10 compass

  7. #7
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    Again, the NPC's were broken to begin with because their design was arbitrary. had they been designed with constants of production, the associated caps and no limits placed on gold production, then the game would have been balanced in regard to NPC's from the start.

    Had NPC's been set up correctly to begin with, then there never would have been an exploit or need to fix the exploit and a lot of players who were made angry by the "fix" would have never known the difference.

    I design. I like math. I am... Legend.
    Last edited by Kempion; 06-15-2009 at 06:36 AM.

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