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id'l like a 24h buff - make baskets last 24h and sandwitch last 12h... so we don't buff 2-3 times a day
ty hope you doit
Although BB works in mysterious ways, I gather the logic of buffs generating seemingly extra resources (double output with no increase in input resources) is to keep players active in the game. So I doubt BB will ever make available an affordable 24h buff as this would make it possible to just login on the morning of day1 and return to full stocks of stuff on the evening of day2 (36h duration when applied by a friend). It's a waiting game so having the player hang around the screen in anguish of the slow advancement of the game is more likely to result in gem sales.
The buff list suggestion that is the topic of this thread is not a way to work around being active. It merely strives to make buffing less of a chore. Since there is no gem equivalent for avoiding this chore like there are for e.g. field rebuilding or meat deposit production, it would not have a negative impact on BB's income. Quite the contrary, making buffing fast, smooth and effortless will encourage players to keep their islands buffed all the time. Personally I do basket swaps once in the morning and once in the evening. With this list system I would gladly add a round of sandwiches as the only thing to do would be to drop a stack of them on a buff list - with placing them individually, I don't want to bother my fellow players with such a chore for just 3h of buffed production. BB would both gain more active players and could also derive some income from the system itself - I would invest gems for Permanent buff list slots like I do for Permanent building queue slots.
Just wondering about the law of unforeseen consequences with a buff list. It sounds a good idea in theory, but what are the downsides. Say that you have a list with 25 buildings to be buffed:
1. What happens if the storage is full for some of the resource buildings? - Should those buffs be refunded as they will be wasted?
2. What happens if the materials needed to create other resources are missing? - Should those buffs be refunded as they will be wasted?
3. What happens if no one has 25 buffs to put on your buildings - only 22 for example?
4. Although requests to the server are decreased, will it take a long time to apply 25 buffs and update all of the buildings?
5. Will you actually pay the gems for this benefit?
6. Will players end up spending more time managing buff lists?
7. Will it put off lower level players if the requirement is baskets the whole time?
8. Why should I have to make 25 baskets for you unless there is an equal trade of 25 baskets for me? Would it have to be a buff list swap via trade?
9. Will it mess up some of the quests that ask for buffs to be applied, but all your buildings are tied up with buffs from a buff list?
10. Will it just add another bit of complexity to the interface?
Just some thoughts.
Hello Sto_Helit,
You should read better this thread before posting those thoughts... research is good too.
1. People check their storage, right? otherwise its their problem
2. same as 1
3. You give 25, you get 25. Don't have them then doit the old way by hand placing 22 or whatever number
4. Unknown
5. Some will do, especially if they do 150 buffs like i do...
6. You just need lists for what you buff daily. You can still do hand placed buffs
7. Did you even look at the first post? Whoever wants to use fish or sandwich is free to do so...
8. Do you check the trade channel? Loads and loads of people are swapping baskets. You place 25 for me, I place 25 for you. there is no rule as it is now either
9. You can still buff by hand one by one
10. Don't like it, dont use it and buff the old way.
You're welcome
How about all the people that just said 'great idea'? At least I posed some questions. I think there will be unintended consequences of creating buff lists and I just posed a few questions that occurred to me; if you have answers for all of them, then great.
1. and 2. It will be their problem, but they will whinge at BB for refunds.
3. If no one has 25 buffs, then your list might remain unbuffed instead of someone placing 22 buffs. That is the risk with the buff list.
4. Maybe there is a reason why it's not been implemented.
7. Yes I did look at the first post. I'm assuming that people can choose which buffs they want to be used, and therefore they might just pick baskets the whole time so that they don't risk being buffed by fish platters and have to be buffed by lots of people all day long.
8. Yes I know that people swap buffs on the trade channel.
9. So if people have buffed some of the buildings on the list individually, what happens to the list then? Is it all paused until the buffs on those buildings have run out, does the player need to edit the list so the other buildings can be buffed, or does the list automatically update?
10. That's not so much a question as to whether I like it or not, as to whether it should be added into a complex interface.
Thanks for the comments. :D
I think you got this a bit wrong tbh. A buff list would not be for random people... It is for friends you swap buffs on a daily/timeline basis thus there are no understandings of what if he doesnt have that or buffs that...
The fact that someone random comes and buffs a random building exists as well now so i don't see the issue really... then again i don't keep random people on my list.
Firstly: The suggestion was just an idea, something I felt would improve the game and be of benefit to both the players and BB themselves.
If (hopefully When) BB take the idea on board, they would undoubtedly think through all the pitfalls themselves...
Secondly: I think is a better way of approaching the buffing of a list, whereby smaller quantities of buffs would just affect the first N un-buffed buildings in the set. Buildings with an active buff would be skipped and each subsequent buff just applied to the next available building in the list.
Thirdly: I surmised that players would principally use this to handle groups of buildings that they rarely change. I, certainly, have one group of 25 buildings that I buff a few times a day. Always the same buildings, three stacks of buffs a day. I also sometimes buff a few other buildings individually on an as-needed basis.
Finally: The principle problem, as far as I can see, is mines and wells as these can deplete and therefore disappear. Presumably, once a building depletes, it would disappear from the buff-list (as would user demolished buildings). Resolution of this (for mines anyway) would depend on how BB store the building information in the database.
In answer to #4: (Although requests to the server are decreased, will it take a long time to apply 25 buffs and update all of the buildings?) It should only take a few microseconds longer than applying 1 buff using the old method.
A single call would be sent to the server with technical datastring saying, for example "12 baskets for Fred's buff list 1".
The server would check the database to find what buildings that affected, update the database for all those buildings at once and then reply with a datastring indicating which buildings had buffed (started glowing) and how many buffs were used. The player would then see the buff-list update to show the new data and the buildings start glowing
+ 1
we will all find it in very good use.
Thanks all for the +1's and supportive comments. :)