Gyruss Upgrade Sugestions

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leigon
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Gyruss Upgrade Sugestions

Post by leigon »

I realy need public suggestions on how to improve gyruss in the long run. As the time dawns to releace the new bdat is there anything you would like to see or change?

For example is there anything to dificult currently? or maby to slow to produce.

As college took most of my time only just got close to relicing the new bdat.
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Dogmeat
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Post by Dogmeat »

is there a way to limit building ownership per category? like 2 industrial , 3 production etc? if so i'd like that implemented so we don't see lots of sawmills popping for example around so players feed their own factories with their respective sawmill. I think the world is pretty good as is except for that "half individual production line" thing. Maybe make buildings more expensive?

Interplayer trading should definitively be encouraged in your next version.
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Post by Vagrant »

Don't need to limit the number of buildings to keep people from filling their own stocks, on other worlds it is standard that you cannot stock your own building with things you make, so if you own a tree farm and a sawmill, you can only sell your own trees to other sawmills, or have to set prices so that people get money from moving your trees between the two. Both are more than fair since it still requires more than 1 person to turn 1 thing into another.

If anything currently discourages people moving stock from 1 building to another it is likely because they only get 1-5d in the process. I don't know if this is because people move their own stock, or if it's just one of the downsides to having 100d=1s as opposed to the 10d=1s on newer worlds. Either way, most people don't move stock around unless it's worth their time.

As far as cost of building goes, due to the cost of wood, stone and steel, it is comparable to the costs on other worlds. If not more since most businesses require 2 workers to actually earn any money, compared to some worlds that have businesses that need 1 or less to turn a profit. Not saying this is a problem with the world, there was enough of a labor base to keep most buildings staffed, only pointing out that the cost of labor also factors into making a building.

If anything really stands out, it's how complicated it is to make a vehicle on Gyruss, aside from boats, all of the other ones require goods to pass through 3 or 4 other buildings before it is completed, and then it has to be unstocked by the owner and sold to a showroom. This requires everyone down the line to have suitable investment and prices or else nothing gets produced. Frankly I'd be stunned to find out that any v3 have been made in the last week or two. Don't know about vehicles beyond that since I don't think anyone can aside from those with several businesses and family backing can afford one. This of course means that those with some money can only make more buildings or buy food with it, leading to either an excess of lower buildings, or people simply getting bored.
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leigon
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Post by leigon »

Production speeds
Ok to speed up production as of yesterday show rooms have been scrapped.
Factorys sell directly to the public.

Cars
If anything this should increase the production of cars by allowing people to stock a factory, and that factory will produce the car of there choice.

Cars, Planes, and Boats have different production lines and allways have.
Car pack, to car upgrade pack, to car upgrade pack etc.
Plane pack, to plane upgrade pack etc.
Boat pack, to boat upgrade pack etc.

As you can see by now you should at least have the second boat, plane and 5-6 car.

Building limitations
Ammount of buildings of the same type reduced.

Comment:
Ok now that thats done... anyone want to see something else done? I cant change it if you don't tell me ;)
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leigon
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Post by leigon »

KwamaCuttle> this world is too cramped
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AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
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Sorry I saw that and fell off my chaire :D
Vagrant
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Post by Vagrant »

Well, it is a bit hard to find your house in NC... Not saying that the house model is bad or anything, but if you live on the inside of a 3x9 block of houses, you might find yourself getting lost. Getting caught on the edge of buildings for some silly realness factor doesn't help either. But that's just my opinion.
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Post by the thibz »

make everyone able to buy oil and gas in oil rigs (well i already said it in game) to avoid monopole or too high price, also if oil rig owner isn't connected, oil econ is frozen

there's no plastic made anymore since 2 or more real days


also, i think more building allowed (globaly, not for 1type) would boost economy
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Dogmeat
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Post by Dogmeat »

i am making plastic now, just not selling it cuz i need a couple of buildings done. then i'll sell some, anyway it would help if some mechanic bought a boat and went to work in the oil rigs, we're talking about THREE 12s salaries!! so if you're interested i can sell you a boat.

Now about suggestions... here's a couple of things:

1 - Make the new house models half the size. If I get lost between them even after playing for a while, how do you think new players will feel?

2 - Make vehicles go faster in roads like on Planitia. That way roads aren't just world eye candy.

3 - Make shift pg up/ shift pg down in items move 10 units at a time instead of 100, because it's very annoying having to move for example 44 metal ore one by one every time to make steel. (You can look at that as a temporary fix for the unstock bug that doesn't stop counting when above the weight limit)
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Post by the thibz »

ok there's 3 oil rig + one under construction, so there will be 4 makers of plastic who can set the price they want... easy made money
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leigon
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Post by leigon »

1. done
2. done
3. its hard coded into the game
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Post by Dogmeat »

hard-coded into the game? please correct me if i'm wrong, but isn't planitia (and maybe zoric) using the "10 units at a time" approach when a user shift-pgup/downs?
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leigon
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Post by leigon »

humm... why don't you just press and hold page up?

lot easear :P
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Dogmeat
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Post by Dogmeat »

easier for you that won't have to code anything :lol:
but for me trying to aim for 44 exactly with one unit at a time several times a day to make 10 steel per time i do this believe me it's quite annoying. Maybe that's why players leave after a while? The building materials take lots of clicking and trips to make just a few and players end giving up i guess. So i stick to my idea, 1 or 10 (w/ shift) units a time would help a lot, instead of 1 or 100 (w/shift) as it is now, and players would be more easily convinced to move stuff around this way as it would lessen a lot the try-to-hit-the-correct-carry-capacity-number annoyance. :roll:
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leigon
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Post by leigon »

Well I looked through the settings... unless someone can tell me how to change it no luck sorry...

Could be because in gyruss 100d = 1s and not 10s = 1s
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Post by ck »

making the game so that you cant stock your own buildings won't work cos there aren't enough people willing to move things around. Also, what with the plague attacking recently, most buildings aren't able to employ all the people they need. Can some buildings be made so that they only beed one employee, such as buildings that produce primary products like water, stone, trees etc.
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Post by leigon »

ile just change the settings for now... self trading is locked... and you don't NEED any employees now... but if you have one your stock increases.
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Post by zaroba »

no matter what the d per s scale is, people are greedy and don't want to give out more then they need to and, even if useing your own items weren't possible, would rather sit around with little to no transfering getting done by others then paying 5d per item for them.
useing your own items is a main reason for lack of transfering. why pay somebody else to do it when you can yourself.

the Shift+ Page up thing is directly related to the D per S scale. whatever thats set to will be the shift+page up/down number since it was origionally designed to put S in banks instead of D only.



hmm...a good suggestion....add the exchange rate again so i can get some galaxy credits :P
maybe shrink the island back down again. why was it made big in the first place? it was great before it got its size doubled. after it was enlarged, everything suddenly took twice as long to do, includeing transfering. although shrinking it down might be troublesome with the use of the new, big, already hard to walk around houses.
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Post by Mit »

ill sort out gyruss's (and wings field's) exchange rate as soon as i've got a working main puter at home and i've got my gal powers back..
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Post by ck »

i think people are going to start to die of hunger now, i own all farms and butchers needed to provide food, and have set my buy/sell prices so a profit can be made, but people need to understand what needs to be moved where, and I don't thhink its going to happen enough. I've been logging in 3 times a day to move things around to make sure there is enough food around, but now I can't stock my own buildings and so can't get anything into my butchers.

Good bye all......
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Post by Malkiah »

leigon wrote:
KwamaCuttle> this world is too cramped
HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAH
AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAH
AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
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Sorry I saw that and fell off my chaire :D
Yes it truely is, i swear every god damn player in the Universal has his or her house built on the god damn thing!!! HAHAHAHHAHAHAHAHAHHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHHAHAHAHAHAHAHHAHAHAHAHAHAHHAHAHHAHAHHAHAHAHAHHAHAHHAHAHAHAHHAAHHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHHAHAHAHAHA

and whewwww, im all out of breath! :shock:
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