Affirmation wrote:Forum wrote:ask and ye shall receive...Mohawk wrote:Apophis wrote:High Empty wrote:please remove the turns give naq option in the market as, it was being abused for feeding last era
+1
That With The Maximum Naq Hit Limiter From Last Wave Should Render Feeding Good As Useless
Agreed.
(*#@%$#)~@
OK, I agreed also, but, NOW I have to actually really, really spend time playing for realz... HAHA
Can we please just keep and eye on the Turns available per player (generation) as compared to Average Available NAQ per player/per day across the Server to insure that we have a balance whereby a sudden change to an Era where serious renewed Farming will not 'Farm-suck' the NAQ completely from the Q-verse, or the converse where there will be tons of available NAQ but NO/minimal ATs to Farm with?? (Monitor for possible first week or so Adjustment??)
Thanks...
'Bad Affy' is curious... You've 'Farm-sucked' in the past??
It shouldn't be a problem Affy, since it's base off the income of an inactive farm, and it's based on thier income I think either 24 or 48 time current turn income. Which should mean that the farms should have atmost 24-48 turns of thier income. If they get more i'll see about getting it. Remember when their were alot of player/ turns s it would only be around 7-10 turns of income. There should also be a much more normal curve for the cost of turns on the market since there won't be daily super feeds to super charge the market.
Now i have noticed 2 things with the focus.
A all people start on focus on Production, which means inactives/farms produce much more quickly then otherwise, and
B for most if not all active, they will be taking the double UP until such time as some serious fighting starts. Which means at the end of Day 1, the top up will be over 25,000 ( and i remember waves when the top up after 5 USS with in the first few hours resulted in an up of 2000-3000.) Boy have things changed.