Mike1
I know the issue with mining, sawmills, agricultural farms, fishing bases but luckily if i understood new mechanic right, as long as you produce goods with higher quality than realm's average, no penalties will apply (same as before) and this new TP thing does not matter in this case.
So if you have fishing qualification 50 and TP Q is 43.01 is doesn't mean you have to produce fish with quality higher than that if you making goods with Q higher than realm average. So this TP mechanic is pretty much for livestock and production, it doesn't change much for mining, sawmills, agricultural farms and fishing bases.
This is what i said here
- If you produce goods with quality higher than average* you get no growth penalty
meaning that TP in this case does not matter
I know what are you talking about and i also feel that this is ridiculous that we have to make goods in paid subdivisions with higher Q to get decent growth but somehow there has not been many complaints about it. Also for years this game had a strong "lobby" of farmers and many changes were made which made farming and agriculture much more beneficial.
I would start a serious discussion about this thing but when i did it last time in Russian forum turned out that:
- 80% of people does not care because they don't buy points and such subdivision
- 75% of those who buy such subdivisions don't know how qualification work, therefore they don't care care as well
- This penalty starts only from level 20, so many new players don't feel it hen they buy a farm or a mine
- So the only like 5% of players care about this stuff and they say it ones a year and then it just gets no attention.
Let's me know what you think would be the right approach here. Are you struggling with improving agriculture qualification? I think the main problem here is not the quality but the fact that we need a lot of workers to load top3 and we can get those workers only for real money. The good thing is that sawmills belong to production area and players usually can use very high technologies there and with agriculture you get additional growth of Q because if a farm works like 3 out of 12 month your growth would be 4 times faster as if this farm worked the whole year. Knowing that and the fact that players can switch specializations and extract more then one resource makes improving this Q easier (until the certain point when you have to buy another big size farm to hire more people).
I wouldn't argue that miners and those who do fishing are struggle in this game with improving Q. I'll bring it up when i have a chance and will try to convince admins to change this mechanic a bit. |