"tick" length

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Re: "tick" length

Postby SuperNoob » Thu Jun 13, 2013 5:56 am

Arcanist wrote:You know that the more you talk about this the faster jorbtar will fix it?

RIP straightmining

didn't they add that 1 for a reason like they did with the leather bug?
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Re: "tick" length

Postby DDDsDD999 » Thu Jun 13, 2013 6:02 am

(Ticks are actually 5 minutes long, branches just burn for 5 minutes and 33 seconds.)
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Re: "tick" length

Postby borka » Thu Jun 13, 2013 10:14 am

thanx DDDsDD999 - dropped this at tick discussion page at RoB Wiki
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Re: "tick" length

Postby Sevenless » Thu Jun 13, 2013 2:18 pm

Arcanist wrote:You know that the more you talk about this the faster jorbtar will fix it?

RIP straightmining


Honestly it's throwing some intended cost ratios out of whack. High end metal in particular is far easier to produce than intended. To the point that the tree volume of input is nigh on trivial.

Personally I'd actually prefer if it was fixed *shrugs*
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Re: "tick" length

Postby hazzor » Thu Jun 13, 2013 3:51 pm

Sevenless wrote:
Honestly it's throwing some intended cost ratios out of whack. High end metal in particular is far easier to produce than intended. To the point that the tree volume of input is nigh on trivial.

Personally I'd actually prefer if it was fixed *shrugs*


there's a distinction to be made between making the game easier and making it better, I'd rather bugs like this be fixed as well but I doubt it's at the top of the list
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Re: "tick" length

Postby mvgulik » Thu Jun 13, 2013 3:52 pm

nm
Last edited by mvgulik on Fri Jun 14, 2013 7:36 pm, edited 1 time in total.
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Re: "tick" length

Postby Sevenless » Thu Jun 13, 2013 4:35 pm

hazzor wrote:
Sevenless wrote:
Honestly it's throwing some intended cost ratios out of whack. High end metal in particular is far easier to produce than intended. To the point that the tree volume of input is nigh on trivial.

Personally I'd actually prefer if it was fixed *shrugs*


there's a distinction to be made between making the game easier and making it better, I'd rather bugs like this be fixed as well but I doubt it's at the top of the list


Agreed. This particular bug does make it easier, but at the same time it devalues end game production by a lot. In turn this makes things produceable by small/medium sized towns much lower in value since higher quality stuff is relatively cheaper than it would be otherwise.

In general I think fixing this particular bug would improve trade for the non-leading Q towns. Which, lets be honest, make up the bulk of the player base really.
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Re: "tick" length

Postby SuperNoob » Fri Jun 14, 2013 6:42 am

if a tick were 30 seconds shorter than a branch takes t burn, and you burn bricks in a kiln(2 ticks) your bricks would be done 1 minute before the fire goes out. I've never seen that happen, and I'm not a beleiver in "a watched pot never boils" because when I'm doing things like making bricks I'm always nearby waiting for them to finish...and often times looking in the kiln cursing the clay to hurry.

ps: just tested this by staring at clay in a kiln, didn't turn to bricks til kiln went out(guess thats something anyone can verify)
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Re: "tick" length

Postby bmjclark » Fri Jun 14, 2013 12:42 pm

Arcanist wrote:You know that the more you talk about this the faster jorbtar will fix it?

RIP straightmining


A good change tbh ;). Maybe gold will be mildly rare now, unlike before where that shit was about as common as bronze nuggets.
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Re: "tick" length

Postby NOOBY93 » Fri Jun 14, 2013 12:51 pm

Misleading title. I am dislexic.
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