[250R+]Change Excursion Travel Cost -> Travel time - Page 4…
[250R+]Change Excursion Travel Cost -> Travel time
  • AVAL SirEdge [2609907]SirEdge [2609907]
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    Posted on 13:05:00 - 28/09/21 (1 month ago)
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    Aaassh [2546369]

    rebump again. Where are all the flying people?

    88325a84-98c2-374d-2609907.gif

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    Posted on 13:23:00 - 28/09/21 (1 month ago)
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    R+
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    Posted on 13:46:56 - 28/09/21 (1 month ago)
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    Rogerinbrown [2160673]

    What about a percentage chance to randomly modify a flights duration up to a 5%/50% (maybe something even more extreme) reduction.

    So it's not always the same reduction guaranteed, to tame the bitter vet snowflakes who will just moan torns getting easier, but it also gives a modification to flight times that will be more notable the more you fly.

    This sounds more complicated than it should be the more i think about it. But I'm not the one programming shit so yolo
    Please, no. The +-3% is annoying enough.
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    Posted on 14:04:30 - 28/09/21 (1 month ago)
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    Ched reading this:

    "Maybe we should just increase the cost of flying significantly and add a fee for PI flights"
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    Posted on 14:16:07 - 28/09/21 (1 month ago)
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    R+
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    Posted on 16:57:01 - 28/09/21 (1 month ago)
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    +R

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    Posted on 08:22:11 - 29/09/21 (1 month ago)
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    another bump~ just a few more to go
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    Posted on 16:33:03 - 29/09/21 (1 month ago)
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    +

    No. No. No. No. No. No. No. No. No. No. No. No. 

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    Posted on 20:12:22 - 29/09/21 (1 month ago)
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    R+ love it!
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    Posted on 07:23:51 - 30/09/21 (1 month ago)
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    R+
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    Posted on 12:16:22 - 30/09/21 (1 month ago)
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    ....and 250
  • Ðé Chedburn [1]Chedburn [1]
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    Posted on 12:50:44 - 30/09/21 (1 month ago)
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    Immediately this sounds like an obvious and easy win. I myself have thought about travel time modifiers in the past, even in relation to this exact scenario. However, it's never felt quite right to me...

    I've always been against adding additional modifiers for travel time over the existing four methods, something there makes me quite uncomfortable - it doesn't seem right, when we already have the four different travel methods and many modifiers for travel capacity. I feel like this clashes quite poorly, but I can't explain why exactly.

    I was thinking I could get behind a small 5% travel time reduction, but after some thought that still feels wrong - any direct modifiers to travel time do. Maybe I fear this will close off potential future update ideas, or maybe it's because it feels like there's already the maximum amount of things effectively modifying travelling (Travel time with different methods + Travel capacity modifiers). Maybe it's because I already feel that travel times are as quick as they should possibly be - and mustn't be reduced any further.

    This really was just meant to be a filler upgrade, it wasn't even meant to be useful currently - maybe it will be in future systems. It's currently there literally just for flavour, to fill out the branch a little. If factions aren't upgrading this, I wouldn't call it an issue that needs solving.

    Of course at the time we were designing faction trees, we had discussions whether to add a 'travel time reduction' branch, and we didn't back then.

    If players really want it to be removed for some reason, or indeed if there are any different ideas relating to travel upgrades, we can arrange that, but I can't get behind replacing it with this. Sorry I cannot provide more of an answer.
    Last edited by Chedburn on 12:50:54 - 30/09/21
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    Posted on 13:39:42 - 30/09/21 (1 month ago)
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    Chedburn [1]

    Immediately this sounds like an obvious and easy win. I myself have thought about travel time modifiers in the past, even in relation to this exact scenario. However, it's never felt quite right to me...

    I've always been against adding additional modifiers for travel time over the existing four methods, something there makes me quite uncomfortable - it doesn't seem right, when we already have the four different travel methods and many modifiers for travel capacity. I feel like this clashes quite poorly, but I can't explain why exactly.

    I was thinking I could get behind a small 5% travel time reduction, but after some thought that still feels wrong - any direct modifiers to travel time do. Maybe I fear this will close off potential future update ideas, or maybe it's because it feels like there's already the maximum amount of things effectively modifying travelling (Travel time with different methods + Travel capacity modifiers). Maybe it's because I already feel that travel times are as quick as they should possibly be - and mustn't be reduced any further.

    This really was just meant to be a filler upgrade, it wasn't even meant to be useful currently - maybe it will be in future systems. It's currently there literally just for flavour, to fill out the branch a little. If factions aren't upgrading this, I wouldn't call it an issue that needs solving.

    Of course at the time we were designing faction trees, we had discussions whether to add a 'travel time reduction' branch, and we didn't back then.

    If players really want it to be removed for some reason, or indeed if there are any different ideas relating to travel upgrades, we can arrange that, but I can't get behind replacing it with this. Sorry I cannot provide more of an answer.
    Heeey, I won a 5m bet, I knew they would down it. Too much reduction on the original figures already.
  • NS Aaassh [2546369]Aaassh [2546369]
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    Posted on 13:55:24 - 30/09/21 (1 month ago)
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    Chedburn [1]

    Immediately this sounds like an obvious and easy win. I myself have thought about travel time modifiers in the past, even in relation to this exact scenario. However, it's never felt quite right to me...

    I've always been against adding additional modifiers for travel time over the existing four methods, something there makes me quite uncomfortable - it doesn't seem right, when we already have the four different travel methods and many modifiers for travel capacity. I feel like this clashes quite poorly, but I can't explain why exactly.

    I was thinking I could get behind a small 5% travel time reduction, but after some thought that still feels wrong - any direct modifiers to travel time do. Maybe I fear this will close off potential future update ideas, or maybe it's because it feels like there's already the maximum amount of things effectively modifying travelling (Travel time with different methods + Travel capacity modifiers). Maybe it's because I already feel that travel times are as quick as they should possibly be - and mustn't be reduced any further.

    This really was just meant to be a filler upgrade, it wasn't even meant to be useful currently - maybe it will be in future systems. It's currently there literally just for flavour, to fill out the branch a little. If factions aren't upgrading this, I wouldn't call it an issue that needs solving.

    Of course at the time we were designing faction trees, we had discussions whether to add a 'travel time reduction' branch, and we didn't back then.

    If players really want it to be removed for some reason, or indeed if there are any different ideas relating to travel upgrades, we can arrange that, but I can't get behind replacing it with this. Sorry I cannot provide more of an answer.
    Thanks for the quick feedback!

    As you have mentioned now, since the branch is irrelevant now and just a filler, should it then be removed entirely as an option?

    Might you have statistics that show if there are any active factions out there using this tree at tall?

    Travel capacity already has it's option, and if travel time can't be modified further, there aren't really many other options that can be done with flying since it is not supposed to be a feature that is meant to be engaging (in a sense).
  • JUX themainman [1629262]themainman [1629262]
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    Posted on 15:31:28 - 30/09/21 (1 month ago)
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    lol i made this suggestion 3 years ago and got a similar answer https://www.torn.com/forums.php#/p=threads&f=4&t=16019415&b=0&a=0&start=40&to=18728394
    Last edited by themainman on 15:31:49 - 30/09/21

    3NgioX0.gif

  • IBB MightyGoober [812478]MightyGoober [812478]
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    Posted on 16:13:23 - 30/09/21 (1 month ago)
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    Chedburn [1]

    Immediately this sounds like an obvious and easy win. I myself have thought about travel time modifiers in the past, even in relation to this exact scenario. However, it's never felt quite right to me...

    I've always been against adding additional modifiers for travel time over the existing four methods, something there makes me quite uncomfortable - it doesn't seem right, when we already have the four different travel methods and many modifiers for travel capacity. I feel like this clashes quite poorly, but I can't explain why exactly.

    I was thinking I could get behind a small 5% travel time reduction, but after some thought that still feels wrong - any direct modifiers to travel time do. Maybe I fear this will close off potential future update ideas, or maybe it's because it feels like there's already the maximum amount of things effectively modifying travelling (Travel time with different methods + Travel capacity modifiers). Maybe it's because I already feel that travel times are as quick as they should possibly be - and mustn't be reduced any further.

    This really was just meant to be a filler upgrade, it wasn't even meant to be useful currently - maybe it will be in future systems. It's currently there literally just for flavour, to fill out the branch a little. If factions aren't upgrading this, I wouldn't call it an issue that needs solving.

    Of course at the time we were designing faction trees, we had discussions whether to add a 'travel time reduction' branch, and we didn't back then.

    If players really want it to be removed for some reason, or indeed if there are any different ideas relating to travel upgrades, we can arrange that, but I can't get behind replacing it with this. Sorry I cannot provide more of an answer.
    You might as well remove it.

    Do a query from your database. How many factions have it unlocked? If they have only 1 upgrade, they could be just trying to help members get the 150 person perk merit.


    Look at all factions with it upgraded to level 2 or more. Is there ANY?

    - -

    The fix:

    No travel items? No travel time?
    Alright.

    Ideas:
    - Hunting skill modifier
    Allows you to get the hunting merits slightly faster.

    - Flying protection timer
    Currently the default is 10 seconds. What about each upgrade giving you +1 second, for a maximum upgrade of 5? (15 total). This is niche useful for people who would want to cayman bank, and be sure they can safe the money flying back.

    - Less flying variance total /or/ less flying variance on the higher fly time.
    Currently it's 3% variance. up or down. You could make the math work that it would be the flight time, or 3% lower. Never giving you a "higher" time. Again, it's a small detail, but would be useful enough to MAYBE add respect.

    - cash back
    Instead of free flight times, maybe you get a "cash back" (or an item chance) like frequent flyer miles. It could be small of course, but just enough to justify respect spent.

    - more attack time abroad
    Currently you cannot attack players 24 hours offline abroad. Each upgrade could give you an extra 5 hours. Allowing for just over 2 days being able to be attacked.



    @Ched: I'll expand the list and think of more if you want.

    Join IBB after your Halloween chain! Message me!

  • ARC Kamikaze-Tool [2035028]Kamikaze-Tool [2035028]
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    Posted on 16:25:09 - 30/09/21 (1 month ago)
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    I agree with Goober.  If no one is using the upgrade it needs to be changed.  Maybe the travel time reduction doesn't feel right, and that is fine.  But if it is just there for "flavor" it might as well not be there at all.  Pointless content is bad content.
  • Ðé Chedburn [1]Chedburn [1]
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    Posted on 16:44:00 - 30/09/21 (1 month ago)
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    Kamikaze-Tool [2035028]

    I agree with Goober. If no one is using the upgrade it needs to be changed. Maybe the travel time reduction doesn't feel right, and that is fine. But if it is just there for "flavor" it might as well not be there at all. Pointless content is bad content.
    I don't understand that, if it's just not being used, why does it need to be removed? It's not actively causing anyone any harm by being there. I definitely have a different mindset there.
  • JFK™ Andyman [471591]Andyman [471591]
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    Posted on 17:04:26 - 30/09/21 (1 month ago)
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    Chedburn [1]

    Immediately this sounds like an obvious and easy win. I myself have thought about travel time modifiers in the past, even in relation to this exact scenario. However, it's never felt quite right to me...

    I've always been against adding additional modifiers for travel time over the existing four methods, something there makes me quite uncomfortable - it doesn't seem right, when we already have the four different travel methods and many modifiers for travel capacity. I feel like this clashes quite poorly, but I can't explain why exactly.

    I was thinking I could get behind a small 5% travel time reduction, but after some thought that still feels wrong - any direct modifiers to travel time do. Maybe I fear this will close off potential future update ideas, or maybe it's because it feels like there's already the maximum amount of things effectively modifying travelling (Travel time with different methods + Travel capacity modifiers). Maybe it's because I already feel that travel times are as quick as they should possibly be - and mustn't be reduced any further.

    This really was just meant to be a filler upgrade, it wasn't even meant to be useful currently - maybe it will be in future systems. It's currently there literally just for flavour, to fill out the branch a little. If factions aren't upgrading this, I wouldn't call it an issue that needs solving.

    Of course at the time we were designing faction trees, we had discussions whether to add a 'travel time reduction' branch, and we didn't back then.

    If players really want it to be removed for some reason, or indeed if there are any different ideas relating to travel upgrades, we can arrange that, but I can't get behind replacing it with this. Sorry I cannot provide more of an answer.
    Any thoughts on replacing it with a hunting skill increase tree?

    A universal item discount would be cool, but way too powerful with UAE items. Would it be possible to have a tree that reduces the cost of flowers/plushies? (Leveled up with flower/plushie purchases)
    Last edited by Andyman on 17:05:26 - 30/09/21
  • SaVg KenderGarthor [1674614]KenderGarthor [1674614]
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    Posted on 17:05:43 - 30/09/21 (1 month ago)
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    The problem ched is having, is his pack of simps haven't supported this idea. OP, get the top 5 to support you & this will happen by next Tue.
    ched we know you don't want to remove something useless & put something better in, as that would go against your nature.

     

     

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