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Thread: Produce only when buffed building option

  1. #1
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    Produce only when buffed building option

    There are starting to be several building types I'd only like producing when they are buffed for input resource efficiency reasons. It would be great if this were automated so I don't accidentally end up with a large loss on things. It could be a toggle like stopped buildings.
    Last edited by Suzera; 02-21-12 at 06:12 am.

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    I second that idea!!! desperatly needed

    Activating this could cost some gems......might be a very profitable feature!
    Last edited by Zhor; 02-21-12 at 05:23 pm.

  3. #3
    Noble Bobj's Avatar
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    Yes this has been asked for often would be super nice!

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    Recruit Zealotjacky's Avatar
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    How about stopping calculate the buff time when the building is sleeping? that way we can have the highest efficiency of buffs.

  5. #5
    Noble LadyTerra's Avatar
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    You do realize this option is prime for griefing right? Let's say that you have x amount of materials to make an item (let's use Crossbows). You carefully calculate that you have enough T-bars and Exotic Wood Logs to carry you through the current buff. Now, in your world you want to have the building automatically turn off when buffed. Sounds like a good idea until some well meaning (or maybe not so well meaning...remember Halloween?) player comes along and gives you a free buff. Your building automatically springs to life and exhausts all your materials and the building is idle. Even if the only folks on your friends list are guildies or close friends (mine is more like a contact list), this senario can happen. I prefer that my buildings do not operate when I don't want them to, even by mistake.
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    There would still be an off option... It would go On/Off/Only when buffed ...... And honestly speaking - except for very rare occasions (rabbit foots!!) if a building is producing buffed then its producing as well as it's ever going to! if its out out if input materials bc someone gave you a free buff then the worst it could do is waste the FREE buff. I can't think of a scenario where this would be a problem.

  7. #7
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    Quote Originally Posted by LadyTerra View Post
    You do realize this option is prime for griefing right? Let's say that you have x amount of materials to make an item (let's use Crossbows). You carefully calculate that you have enough T-bars and Exotic Wood Logs to carry you through the current buff. Now, in your world you want to have the building automatically turn off when buffed. Sounds like a good idea until some well meaning (or maybe not so well meaning...remember Halloween?) player comes along and gives you a free buff. Your building automatically springs to life and exhausts all your materials and the building is idle. Even if the only folks on your friends list are guildies or close friends (mine is more like a contact list), this senario can happen. I prefer that my buildings do not operate when I don't want them to, even by mistake.
    Well said, exactly what i thought of when i read the OP's post.

    P.S. @Arismis, obviously you didn't read what LadyTerra posted, let me explain using a "scenario". Player A has a building(s) set to turn off/on ONLY if its buffed. Who cares what building it is. But Player B(could be a buffing partner who expects buffs returned to them) buffs that building(s) but there are no resources(well should say very limited resources, maybe just enough to last for an hr vs 9 hrs) for the building(s) to produce. If Player B used lets say a Basket Buff on that building(s) then that buff would be wasted. A buff worth 6gc, and that may be expected to be returned, would be wasted. You don't see that being a problem? I totally disagree with this option!

  8. #8
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    lol how is this an issue??? everything except a goldmine is no biggie if it runs out of resources, it just stops working and the rest of the buff is wasted. if somebody buffed my stuff when i didn't want them to then they can cry me a river about getting a return buff...and for the record buff partners become almost obsolete with buildings that run only when buffed, why?? because nobody will need that extra 3hrs of buff time from a friends buff anymore, cause the building will just shut down when the buff runs out, so what if it costs you an extra basket a day if you want to run it 24/7, the resources and scheduling you save not having to worry if your buildings are running without a buff is more than worth the basket a day price

  9. #9
    Noble LadyTerra's Avatar
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    Quote Originally Posted by bergluns View Post
    lol how is this an issue??? everything except a goldmine is no biggie if it runs out of resources, it just stops working and the rest of the buff is wasted. if somebody buffed my stuff when i didn't want them to then they can cry me a river about getting a return buff...and for the record buff partners become almost obsolete with buildings that run only when buffed, why?? because nobody will need that extra 3hrs of buff time from a friends buff anymore, cause the building will just shut down when the buff runs out, so what if it costs you an extra basket a day if you want to run it 24/7, the resources and scheduling you save not having to worry if your buildings are running without a buff is more than worth the basket a day price
    Okay, so in my example, I am trying to cut up enough ewood to upgrade my barracks, but at the same time, count out enough ewood logs to make x amount of crossbows. If some well-meaning (or not) player buffs my crossbows outside of when I want it to run, there goes my ewood logs to cut into planks. Wasting not one, but two buffs.
    The way things work right now is fine with me. I turn it off and only bring it online when I want.
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  10. #10
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    well then the easy solution to your situation ladyterra, is to input a run when buffed option that includes two "off" buttons, a complete "off" where it will not turn on even if buffed (so that only you can turn it back on and buff it and let it run) and a "buff only off" where the building will only run when someone applies a buff to it, this might even be easier code to write/implement as you can leave the current stop button intact (it would be the completely off option) and add a run when buffed button

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