Need clearer indication when employee will/won't be paid

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Squiggles
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Need clearer indication when employee will/won't be paid

Post by Squiggles »

Software:Universal Client
Version Number:10505 (latest)
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Location
Zion
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Description:
I accepted a job as a factory worker at 'CMR's Cars - Cheap and Quality', which still has the ability to make HoverTrans as you can see in the following screenshot. I did not recieve payment after 5 minutes, nor 10 minutes. I quit the job after the default required on-job time was up. I then applied at another nearby job, which worked fine. I worked at this other job, recieving payment as normal, until it ran out of funds. I then quit this other job and came back and reaccepted the CMR job. The CMR job still did not pay. I waited until the time required on-job was up and quit it once again.. this time running away from all buildings, closing the game and relogging. I then accepted the job again and still recieve no payment after 5, 10, 15, - 45 minutes later.

Image

As you can see, I am standing on the roof of CMR cars. I also tried standing right next to the building.
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Steps to Replicate:
I would imagine some dependant factor on payment of employees is missing from this building alone but could also occur at any building. Perhaps check the associated state values.
shorty38201
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Post by shorty38201 »

you usually only get paid if the factory is producing, and since the screenshot shows no more room for producing anything, you wont get paid until there is.
Squiggles
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Joined: Sun Mar 25, 2007 7:29 pm

Post by Squiggles »

where do you see that? there's hovertrans left to produce..
Squiggles
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Joined: Sun Mar 25, 2007 7:29 pm

Post by Squiggles »

OK, carbon-fibre evidently requires 90/make of hovertrans... who knew this... not everyone is going to know the values required to make every item when applying for a job. Thus, there needs to be some type of warning text on the building screen.
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Kona123
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Post by Kona123 »

Yes, but the place does not SELL the item, so there is no need to produce it, so it does not produce it. I suggest looking for a spot at a mine, and plus, 1s isnt much. Try to find a place around 3-4s
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zaroba
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Post by zaroba »

wether or not it produces has nothing to do with wether or not it sells. Hovertrans aren't on the sales list because it currently has none to sell.

as for the job, as others said, you only get paid when the building can produce. a building is defined as produceing if it a) has room to make something AND b) has the stuff needed to make it. as for the salery, 1s is good. its rare to find a job that pays more then 1s on zion.

worlds can be set to show the cost to make things, but zion has it off for some reason. but, you can somewhat figure out what an item needs by either asking around, or by dividing the item needed by the max it can hold. if the thing only needs one item to be made or if its the only thing the building makes then compair the position in the demand box with the position in the made box (in this case, Carbon Fibre is #3, and so is the hover trans production). a building can only hold enough to make upto the max amount of something. so, since it can make only 2 hovers, and can hold 180 carbon fibre, it costs 90 carbon fibre to make 1 hover trans.

on zion, everything needs 1 item to be made except hailes and tractors, but the hailes fac only makes hailes. so the above method will work for anything on zion besides tractors (which need steel and wood). for tractors and sportcars, its a bit harder since they both need steel, but tractors also use wood.
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Mit
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Post by Mit »

I appreciate why theres confusion here - partly because Zion settings deliberately hide the production values of items, creating a bit more intrigue and variation in the possible range of sell prices in the econ.

I've renamed this bug and left it open, tho.. coz we do need a clearer indication for the employee on whether or not they'll get paid .. whatever the settings.
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zaroba
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Post by zaroba »

well...the buildings DO say 'while produceing items' :P

anything else might somewhat eliminate the fact that the costs are hidden.
if players know they wont get paid, then they will get an idea of what it costs to make something since they will know what it takes to not be made.

but, i guess a box that said something like "building wont produce due to being Full/Unstocked" would work. but then those buildings would become unemployeed and possibly stay unemployeed because you need an employee so you can stock stuff :P
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