Trades and Turns Something I've been pondering awhile is the idea of emphasizing Trades and de-emphasizing Turns as you rise in strength. Basically as you progess towards 33 and space activity, you should be working more with Trades and doing less farming with Turns, and once you are at 33 you should be conserving turns to farm for questy things, but shouldn't have so many turns that you're just script-farming for money.
Thus, I have made a change to the Daemon that hands out turns so that once you have hit 100 hit points you start getting half as many turns and twice as many trades. I've keyed it on HP because that parallels your progress through the degrees in normal questing, and because keying the switchover on degree would just cause farmers to stay at the 32nd degree.
And yes, this is basically a ploy to cut down on greasemonkey mob farming, but I feel it also shifts the focus of your time-limited consumables to a more logical ratio once you've completed (or should have completed) your degree run. (:
OK, I got 60 more trades than expected on *this* hour. So something *is* working.
(so the script is only halving/doubling what we get on a full hour, but not what we get on the quarter-hour (is that it?) ones?
because it seems to have been +20*4 (20 every 15 minutes) + 60 (hourly) + 100 (from equipment)
and it seems to have changed to +20*4 (still 20 every 15 minutes) + 2*60 + 100 (envision success+market madness))
I did not look at turns, because I don't remember how many turns I got from just waiting. It was never relevant, compared to dimits and consumption.
ok just hit me when I was going over the new food drinks list. the 20th degree quest is probably going to get real easy with food and drinks giving trades, and even the later degree quests may be a lot easier. Is that going to be reconfigured for the increased trade influx? or is it just gonna be easier for all now (which isn't really a bad thing)