Career Change Times
Posted by Mat on 4 Jul 2016, 11:24 pm
Greetings villagers, we have changed the Career Change cooldown to two hours. This means you can now switch your villager's career every two hours, specifically at :00 on even-numbered hours. If you don't know how to change your career, please navigate to your villager's profile and click on Careers (View All).
Also, please follow us on Twitter - we tweet small updates to the game there, especially QOL changes!
Junion I agree that it will probably be easier once we're all established and the economy has stabilised. Perhaps temporary changes for during the beta (and for a while when registration starts post-beta) would help us get used to the system and understand how to do things more efficiently.
The main problem with the illnesses is the ramp up time for Doctors. If they started off higher, people could get to the levels of potency it's worth it much quicker. And the price of them would drop fairly soon as everyone started getting to those levels and marked their prices for competition. Or maybe make the skill jump more than 5%.
adding onto my previous post: i think the disease system is definitely skewed in favor of people with tons of doctors to abuse the market, but this doesn't necessarily make those that abuse it bad people, just smart people that are going to cash in on the current market
Deinmaar
I'm trying to consider such things..but I'm also trying to consider the difference between everybody new and not knowing what to do..and then everybody established and ready. The warrior/blacksmith stuff I feel pretty sure on...but the illness system..I think once we are established, and we have doctors with every cure at 100%, posting their cures..and fighting for money..we'll probably see the price stableize decently and not be too hard on those who get sick.
Basically some of our issues are more related to all of us just starting off and nobody being established.
Oh I'm so glad for this change! It's definitely going to help productivity.
Junion
this is a game where the main goal, from what i can assume, is to control the market
what they're doing is taking something in high demand but low supply and abusing it, which is exactly what they should be doing
whenever the disease system is made less punishing (which i'm assuming means easier to make cures), the price will lower because the demand will lower and the supply will increase
this also means if something like durability is given to weapons, blacksmiths might get to control the market, but that's just a guess based on assumptions.
On the animal husbandry issue, I definitely agree that the failure rate is too often. In a six hour span, I only managed to put one domestication point on one of the pets. Perhaps a % system could be implemented on the pets just like herbalists with their plants? So each time you're successful, the likeliness of succeeding with that particular species goes up?
@MOD-Deinmaar
ive gotten sick twice a day, the other one simply over rode my previous disease, atleast i think it was the same day
Junion
The illness system is fairly over powered, I have to agree. I can understand getting sick often when the doctors have more experience and everything, but right now it's just inconvenient when you have the potential to get sick once a day, and you can get sick again immediately after curing if it took you longer than 24 hours to cure them
Rafiki are you out of battle..or is it just paused? That is if you open up the warrior page do you have an option to Begin Battle, or Continue? If it's contijue you arn't actually out of battle. You need to continue it, then the very bottom right has a 'run' button. Use it.
Now you'll be out of battle.