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What Exactly Does 40 Labor Regen Every 5 Minutes Mean?

Sparklingtips

Rare member
What Exactly Does 40 Labor Regen Every 5 Minutes Mean? You may feel it is the right amount, you may feel it's too high or too low, but at the end of the day contextualizing what this amount of labor regen means is very important. This post is no doubt going to be very controversial so I've tried to look at what this means in the context of a few different play styles. The fisherman, the hauler driver, the merchant captain, and the gear crafter. Hopefully this helps contextualize what 40 labor regen means and we can use this post as a discussion into whether we feel this amount is right for the server.

  1. The fisherman: Let's say you are a player who enjoys fishing. You look forward to logging in every day and spending your labor on fishing and then using the gold you earn to buy whatever you like, whether that is gear, housing cosmetics, etc. This is the break down of how long it would take you to reach 0 labor if you were to log in with a full 10k labor pool both with 0 proficiency and with max 230k proficiency.
    1685267933518.png
    As you can see this means that it would take you roughly 7.5 hours to reach 0 labor with no proficiency and almost a full 24 hours to burn your labor with max proficiency.
    ========================================================
  2. The hauler driver: Let's say instead of fishing you enjoy driving packs in your 6 slot hauler, with an extra on your back this means you can run a total of 7 packs at a time. Let's assume that like the fisher this is how you make your gold and you buy everything else you desire with this gold. This is the break down of reaching 0 labor in this method. Please keep in mind this doesn't account for any of the time costs caused by risks associated with running packs in a war zone and only account for completely safe runs.
    1685268151015.png
    In this example it would take you roughly 7.5 hours to reach 0 labor with no proficiency, similar to fishing, however with max proficiency it would take you 17.5 hours, still any improvement on fishing of course.
    ========================================================
  3. The merchant captain: What happens when you put a hauler in the ocean but with more packs. You generally run those packs quicker, so lets see how this kind of player ranks up in time to reach 0 labor. Please keep in mind this doesn't account for any lost merchants and the amount of time it takes to repair the merchant, or if you are forced to take a detour to avoid pirates, or any other mishaps that can happen on the ocean.
    1685268513168.png
    Here the merchant captain is doing pretty good, with 0 proficiency they only have to spend a measly 3.35 hours out on the ocean to burn their labor to 0. However when they reach max proficiency they must spend a whole 6.5 hours. So far the merchant is our winner in terms of the least amount of time needed to burn their labor to 0, however do you really want to spend 6.5 hours running packs across the ocean before you feel like you can do something other than just burn your labor?
    ========================================================
  4. The gear crafter: So this one takes a bit more of a consideration than the previous 3. Since the gear crafter can burn their labor extremely quickly, how does one measure the amount of impact this individual has on the server as a whole instead? With this in mind we can calculate the amount of days on average that it will take a crafter to create one Ayanad piece of gear, be it weapon, accessory, or armor. Please keep in mind while this number may seem large that this applies to every crafter who is crafting gear, so the more crafters that there are on the server the quicker we reach the end of the servers life in terms of gear progression.
    1685269861914.png
    In this example we see that it takes roughly 10 days to craft 1 Ayanad, this means that if there were 100 players crafting gear then on average we would see 10 new Ayanads every single day.
If you don't care about what I think or disagree with lowering the labor regen rate, feel free to skip this section below and add a comment below with your thoughts on what this means to the server in terms of labor regen, and if you don't think that 40 is the right amount of labor regen how much do you think is?

So what does this all mean? Well, if you are someone who enjoys crafting this might look pretty good, an Ayanad every 10 days means gold in your pocket! Right? Well not exactly, there are things that this doesn't take into account for crafters. Such as the fact that the people who are running those merchants across the ocean might get burned out on the amount of time they have to spend on the seas, or if they have their merchant stolen they might feel like it's not safe to run any more packs for the rest of the day and then be forced to watch their labor tick up and up. It also means that people who fish and run haulers will basically never have enough time to ever burn their entire labor pool, these are the players that generate new gold into the economy, if they quit due to burn out then how are people going to afford to buy your gear in the first place? And lastly, if we have this much labor, and we're running all these packs, and crafting this much gear... How in the world are we meant to keep up with the amount of materials required? You might also think there's no end to people who would want to farm coin purses, but with this amount of labor who in their right mind would sit for hours on hours on end to try and burn their labor with something as slow as coin purse farming, especially when you consider that this isn't unchained and the amount of labor that you spend on each coin purse is severely reduced, as well as the rewards you get from it. And also don't forget the hundreds of thousands of ores, crops, and other gatherables that will need to be collected by hand by another player trying to maximize the amount of profit they can squeeze out of an ever growing labor pool. And what happens when people start quitting because of all this burn out from spending labor, or stress from being constantly labor capped yet feeling behind on gear, or they've gotten a full set of Ayanad and they just don't have any other goals for the server? Who are you going to play with? What are your goals and how do they fit into a server with this much labor regen?
 

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Schneider

Grand member
This is exactly what i've been saying all time on discord, 40 labor per 5 is EXCESSIVE for some gold-efficient activities like sportfishing and trade runs. Many guys on discord want to rush gear and craft 400 weapons/armors ASAP to be the badass of the server and destroy the people who actually wants to enjoy the game. IMO 25L/5M (7200 labor a day) is the maximum regen acceptable and it's actually pretty high, i'd even prefer 15-20 tbh but i'm trying to bargain. There are many laborless activities to do in the game so using all your labor shouldn't be the end of your day.
 

Furyan

Grand member
tl;dr at the bottom


Speaking as a noob to the game who is currently playing on a different server, with now a 12k labor pool + 4000 labor daily from a p2w stipend on top of 40L/5M regen, I find it very easy to burn all my labor quickly. Granted there are many more ways to dump labor in the 7.5 version of the game. As soon as I log in the first time for the day, between miners farmhouse and 2 mining drills thats 2100 labor gone in <1 minute.

Even still, without being able to craft labor pots, some people there have 500+ (1000 labor pots) saved up just from the stipend. Labor is practically non-existent there because theres so much of it given to players through p2w, regen, and event/daily log in rewards.

However, the difference between that server and this one is that I ENJOY having so much labor there because I feel like its helping me to catch up to the people who have been there 5 years. This server will be similar to a fresh start, where everyone starts from nothing, meaning that 40L/5m will factually speed up progression compared to official. If we all want this server to have some kind of longevity, the labor regen must be reduced.

Being that the owners claim that we will not be going passed 3.0, reaching end-game gear should be a long-term goal, not a rush as fast as possible goal. The journey should be more enjoyable than the destination.

This philosophy is not shared by everyone. There will be people who try to sneak in alts. There will be people who already have the META in a google doc ready to blow passed others and then bully them in pvp to be a nuisance. This cant be avoided. It can be LESSENED by not giving people such easy access to labor to be able to rush to BIS and then only play to cause trouble for others. The quicker they can do that, the quicker they will get bored, and the quicker people will start to quit. It's evident on the other server with nation chat constantly full of people complaining that theres no pvp.. in a PVP focused game.

The addition of being restricted to 1 account is a marvelous idea, depending on how strictly it's enforced. No one can convince me that the other server doesn't have alts, because I see afk characters parked at miner's farmhouses all over the place. They just sit there for hours, but the miners farmhouse is never at a level 3 vein. People have alts sitting at a farmhouse gathering the ore on cooldown. That's not my point, though.

My point is that being restricted to 1 account will foster some sort of community reliance, where 1 person cannot do everything solo. People will want to be specializing vocations to benefit from the reduced labor costs and thus profits. I like that idea, and hope that this game develops a healthy economy where there are master fishermen, and master blacksmiths, and master jewelcrafters, and master animal tenders who all depend on eachother for stuff. I want vocations to be meaningful, and i want to feel accomplishment for leveling up a vocation and gaining access to new crafts and higher tiers of materials. Having so much labor regenerating daily will allow people to do more for themselves, and will lessen the reliance we have on eachother for materials. In that sense, it's no different than allowing alts.


tl;dr
All that being said, I think the labor cap should remain at 10k, or even be increased due to the fact that many of us have jobs and the pressure to jump on before work to craft taxes or use the crafting board to not be capped does not feel good. Even being forced to log in at least once per day to burn labor does not feel good. Regardless of the cap on total labor, the 5 minute regen will be the only way of acquiring more labor.

Labor regen should be decreased from 40 to 20. I've seen a lot of people advocating for slower progression and im in the same boat. I want to enjoy the journey. I don't want to make this my main game only for it to start dying in 5 months because people are at end-game already and just log in to pay taxes and burn labor.
 
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Schneider

Grand member
Some people are not thinking in the server longevity at all. This will be a server without major updates (starts at 3.0 and ends at 3.0), with a delayed content of 10 days (i would think this is a sick joke) and they still want an increased labor regen??
As someone said, MMORPGs are all about the journey, not the destination. If we speed up that journey, people will quit faster.
Other important thing is that having a huge pool of labor may be fun the first days, but once the months passes, burning 11k labor everyday becomes more like a chore (for not tryhard sweaties ofc).
 

Blondie

Unique member
+1 What a fantastic post Sparklingtips! Well done! I agree with everybody here. I too would like slower progression. I think Furyan explained it best.

My point is that being restricted to 1 account will foster some sort of community reliance, where 1 person cannot do everything solo. People will want to be specializing vocations to benefit from the reduced labor costs and thus profits. I like that idea, and hope that this game develops a healthy economy where there are master fishermen, and master blacksmiths, and master jewelcrafters, and master animal tenders who all depend on each other for stuff. I want vocations to be meaningful, and i want to feel accomplishment for leveling up a vocation and gaining access to new crafts and higher tiers of materials. Having so much labor regenerating daily will allow people to do more for themselves, and will lessen the reliance we have on each other for materials. In that sense, it's no different than allowing alts.

I couldn't agree more with this statement. This is why I'm drawn to AA Classic. I long for the old days when crafting and farming were viable and leveling a profession was actually worthwhile. When the economy needed 'Farmville/Carebear' type players. Although we were hated and despised, we were a necessary part of the game.

But if there's too much labor, then Furyan is right. There's no need to specialize or rely on others. We can do everything for ourselves. No need to support the farmers by buying their materials. No need for crafters or miners or loggers. In my opinion, this is what destroyed Retail AA. The economy and PvE content was gutted. All that was left to do was PvP and many of us just aren't into that, so we quit.

So yes, I agree, the faster people reach end game, the faster they'll stop playing, because of boredom and a lack of things to do. I think this is why so many people love Fresh Start servers. That sense of striving and working towards something is incredibly satisfying. So I'm all for slowing things down a bit and trying to make the game last for as long as possible.
 

Strawberry

New member
This is a stupid post and I hope they don't listen to you.

Basically a vocal minority of forum-dwelling casuals trying to stuff this post in the desperate hopes they won't fall behind (they will).

Not being able to play the game because you're waiting for some stupid timer to tick down because of deep-seated fear that other people are getting ahead and only by bringing everyone down to your casual level things will be "fine".

On top of it it encourages alts.
 

Strawberry

New member
PLEASE KEEP LABOR AT 40LABOR PER
Low labor is not fun. Being out of labor is not fun. Being pressured into spending your labor because you only get a limited amount is not fun. Having the choice to spend as much as you like helps.
Being forced into having a full day where you're basically an alt and just process lumber and boom you're out of labor is not fun at all.
Unlike people in this thread perhaps we'd like to actually play the game instead of fomo-worrying about everyone "getting ahead".

Anyway allow me to blow this entire thread the fuck out of the water, piece by piece, ">" means I'm quoting the post:

@Schneider
fomo casual poster
Many guys on discord want to rush gear and craft 400 weapons/armors ASAP to be the badass of the server and destroy the people who actually wants to enjoy the game
Damn people want to gear up and PvP on a game centered around gearing up and PvPing. Crazy. If you want to "enjoy the game" without PvP stay out of hostile areas, simple

@Furyan
Long ass post essentially a full copy-pasta of OP. Except you address that people will sneak alts but still advocate for the number one thing that encourages alts; labor starvation.
Nothing to say to your wall of text other than:
I've seen a lot of people advocating for slower progression and im in the same boat. I want to enjoy the journey.
Innate fear of falling behind; you will fall behind if you play less. Smashing everyone else's shins because you're afraid of this and "mimimi i have a job and a wife and kids and can only play 3 hours per day". Sucks. It's a harsh reality; but you won't beat the starcraft 2 player that plays 16 hours per day either, why should this be any different.
Like do you expect marathon runners to only practise running 1 hour per day to make things fair? If you have the stamina and talent to run fast and long; you should simply be allowed to.

@Blondie
living some nostalgic dream of "muh good old days" and "we potatoes wuz important" like you weren't a pain in the ass asking for changes that only benefit yourself like you are now. You are a glorified material-generating alt.
But if there's too much labor, then Furyan is right. There's no need to specialize or rely on others.
We can do everything for ourselves. No need to support the farmers by buying their materials.
Yeah nobody will ever need any materials ever. Did you think this statement through before you posted it?
EZ-printing 5 billion bricks from raw stone won't bring you anything but that was literally just something alts did to make pennies for like 2s/l. If you think that's important to the game then idk what to tell you
No need for crafters or miners or loggers. In my opinion, this is what destroyed Retail AA.
The economy and PvE content was gutted. All that was left to do was PvP and many of us just aren't into that, so we quit.
Again you're under this strange mental state that you think nobody will ever need any material because infinite labor means you can infinitely generate every single piece of gatherable material as if that stuff isn't on a timer in and by itself. In original Archeage people had literally upwards of 10 alts which means they had way way WAY more access to labor than anyone on this server ever will have. Were all materials suddenly of zero value? No.

If anything you should be overjoyed gold will be more plentiful than materials because materials rely on the timegate and gold generation can rely mostly on labor. You potatoes will be swimming in dosh under these labor rates.
On top of the fact that you are essentially replacing the alts that people will no longer be able to have. Congratulations, you are an honorary alt. But given how you pride yourself in generating raw materials you should be happy with this title.

Finally, @op ("sparklingtips")
if we have this much labor, and we're running all these packs, and crafting this much gear... How in the world are we meant to keep up with the amount of materials required?
yoooo it's almost like supply and demand are a thing which means if there is a high demand of packs, percentage goes down and craft material price goes up
this means more people make the craft material and the economy literally has options on making money instead of "run packs, fish or stay poor kek"
please pay attention in high school econ

if they have their merchant stolen they might feel like it's not safe to run any more packs for the rest of the day
literally how is this a point, oh no it's unsafe to run packs better quit the game?? yeah it's archeage brother running packs is a risk
if you can't handle that go farm gold in dungeons or something; it's even labor-free yippie

people who fish and run haulers will basically never have enough time to ever burn their entire labor pool
how is this a bad thing rofl oh no they won't be forced to log out of the game because there isn't anything to do

they've gotten a full set of Ayanad and they just don't have any other goals for the server?
lol
lmao even
just torturing you by making you re-read that statement and how hilariously bad it is
If you think people will just craft maxed out gear with these boom mechanics in a couple weeks you're nuts. You know people with access to unlimited alts (which means way, WAY more labor than 40 regen) couldn't do that, single-accounts with high regen won't either.

And finally, honestly the most embarassing thing about this entire thread:
people who are running those merchants across the ocean might get burned out
burn out from spending labor, or stress from being constantly labor capped
if they quit due to burn out then how are people going to afford to buy your gear in the first place
Your entire post basically hinges on people getting "burned out"; people have played this game for unironically 10 years doing the same stupid repetitive shit. Playing this game gives that dopamine drip and people will keep coming back for it. Just because you can't handle running a marathon doesn't mean everyone else should have their legs crippled so you don't feel like you're at the back of the race.
You are a product of the "everybody wins" mental teaching tactic and it shows. People will play an unequal amount of time and some will get ahead by a crazy amount; inconveniencing the entire server so those people don't boost ahead and you can play your little "i'm capped time to log out :)" farmville simulator isn't helping anyone.

I apologise for not being very polite in this post but this is an extremely low-IQ take on labor and basically just stems from your inherent fear of falling behind.
Crippling everyone so you don't fall behind is the saddest thing I can think of.



TL;DR: this entire thread hinges on two things:
-but potatoes will be worthless
-but people will burn out
Truth is potatoes will be more valuable than ever because people won't have 10+ account alt farms like half the players on Legacy.
And people will burn out regardless; if they have 12 hours to play the game they will play it for 12 hours. Killing their efficiency by making them do laborless gold farms just makes it unfun and the only reason you want this is because you don't want to fall behind.
 

Schneider

Grand member
You don't understand the point of making the game slower. It's a server with NO updates and people will get close to endgame gear in less than an year. The gap will exist and we know that, we are not complaining about that, casuals don't even use 100% of their labor gearing up their equipment anyways so we are not aiming to be in equal conditions.
We are complaining that they are trying to create a Classic server x4, instead of a x1 only because the archerage/unchained playerbase that quit or jumps from FS to FS is tired of starting from 0 and want the shit to be fast. If they do that, they will end up as every other fresh start, start with a bunch of players and then DIE in a couple of months. You wanna PvP 24/7? you can do it in the other servers, but you can't have a good AA PvE experience anywhere because there are NO servers, the only experience we had was AA original servers back in 2014 and they were P2W as fuck.
 

RhatTv

New member
out of all of this i dont think anyone mentioned risk thats involved with everything in the early versions of the game vs late versions of the game that you hardly loose anything in

people saying fishing open sea will be op didnt count on pirates roaming the oceans
trade ships getting ganked
faction pirates killing over packs
regrade farms getting ganked over logs / waters
blowing up your equipment constantly needing to regrade gear to a point to craft up
gear downgrading unique back down to arcane then repeat
and rng that fucks everyone
 

Blondie

Unique member
@Strawberry

Ouch! That's harsh! But I respect your opinion. I actually hope you're right and the rest of us are completely wrong. But I'm worried, I've seen what happens in other versions of AA and I'd really like to see just one version of AA get it right.

Anyway, I think the Dev's are facing an impossible task, trying to please two masters. Those of us who are more PvE focused and those who prefer PVP. I don't envy them :unsure:
 

Furyan

Grand member
PLEASE KEEP LABOR AT 40LABOR PER
Low labor is not fun. Being out of labor is not fun. Being pressured into spending your labor because you only get a limited amount is not fun. Having the choice to spend as much as you like helps.
Being forced into having a full day where you're basically an alt and just process lumber and boom you're out of labor is not fun at all.
Unlike people in this thread perhaps we'd like to actually play the game instead of fomo-worrying about everyone "getting ahead".

Low labor is not fun, no. The labor system shouldn’t exist, and we should be able to gather and craft and open purses as much as we want. However, it does exist and the entire game is built around it.

In case OP didn’t explain it well enough, let’s recap. If labor wasnt limited, and people didn’t have to worry about being capped, you sweaty no lifers could run packs all day. You could stockpile mats for crafting all day. You could do whatever you wanted with no limit except growth timers. You could open purses and crates endlessly. While the majority of the player base won’t be able to due to life.

This will undoubtedly lead to the EXACT SAME game state of every archeage iteration in history. The sweaty nerds are so far ahead and sick of fighting the same 11 people that they just afk in town and talk shit in nation chat, or they go kill people who cannot possibly fight back. You might claim that’s fun but we all know it’s not.


@Schneider
fomo casual poster

Damn people want to gear up and PvP on a game centered around gearing up and PvPing. Crazy. If you want to "enjoy the game" without PvP stay out of hostile areas, simple

I’m not against pvp like some other players are, but I am against unfair advantages. Time is a resource that some people have more of, and some have less.

Labor on the other hand, is a resource that EVERYONE will have the same amount of, assuming we don’t have any means of acquiring more than the base labor regen.

Thus, you can play for 15 hours and do whatever you want, but you can only utilize the same amount of labor as everyone else. It’s a great equalizer for this game specifically because labor = progress.

As OP has shown, “casual” players, for the most part, WONT even be able to dump all of their labor as it caps. The faster regen isn’t a problem for people with no lives.

@Furyan
Innate fear of falling behind; you will fall behind if you play less. Smashing everyone else's shins because you're afraid of this and "mimimi i have a job and a wife and kids and can only play 3 hours per day". Sucks. It's a harsh reality; but you won't beat the starcraft 2 player that plays 16 hours per day either, why should this be any different.
Like do you expect marathon runners to only practise running 1 hour per day to make things fair? If you have the stamina and talent to run fast and long; you should simply be allowed to.

The game is designed for p2w. The game is designed for people to spend their money to get advantages and then stroke their ego in pvp. Again, without being able to acquire more, labor IS a restriction on everyone to keep a relatively level playing field across all types of players.

Also, your analogies are interesting.

comparing Archeage to StarCraft is… idk.
StarCraft is a game about pure skill. If someone plays StarCraft 16 hours a day and sucks at it, someone who plays far less but is better at RTS has potential to defeat them.

Archeage is a game about acquiring strong items. Sure there is skill involved, but if you’re at 17k gs and I’m at 6k no amount of skill is gonna allow me to beat you because you’re gonna kill me in 3 attacks and I will need to combo you 8 times and somehow avoid your damage.

However, again, if we have the SAME amount of labor to spend on gear, then that gap should never occur.

As for the marathon analogy, it doesn’t make sense either. A marathon runner can also be beat by someone just faster or with more stamina, regardless of practice time. It’s a skill thing, not an equipment thing.

In the end, I agree with one thing. I AM afraid of falling behind. I have maybe 100-150 hours played of archeage across all its versions, official, unchained, aafree and ArcheRage. I have ALWAYS been stuck playing catch-up. I’ve been stuck getting one shot in pvp. I’ve been stuck worrying about missing events because I need honor, and stuck worrying about labor being capped because I woke up late and my choices are either burn labor and be late for work or stay capped all day.

I think that just because I have a life doesn’t mean I shouldn’t be able to enjoy the game.
 

Chryos2024

New member
What Exactly Does 40 Labor Regen Every 5 Minutes Mean? You may feel it is the right amount, you may feel it's too high or too low, but at the end of the day contextualizing what this amount of labor regen means is very important. This post is no doubt going to be very controversial so I've tried to look at what this means in the context of a few different play styles. The fisherman, the hauler driver, the merchant captain, and the gear crafter. Hopefully this helps contextualize what 40 labor regen means and we can use this post as a discussion into whether we feel this amount is right for the server.

  1. The fisherman: Let's say you are a player who enjoys fishing. You look forward to logging in every day and spending your labor on fishing and then using the gold you earn to buy whatever you like, whether that is gear, housing cosmetics, etc. This is the break down of how long it would take you to reach 0 labor if you were to log in with a full 10k labor pool both with 0 proficiency and with max 230k proficiency.
    View attachment 273
    As you can see this means that it would take you roughly 7.5 hours to reach 0 labor with no proficiency and almost a full 24 hours to burn your labor with max proficiency.
    ========================================================
  2. The hauler driver: Let's say instead of fishing you enjoy driving packs in your 6 slot hauler, with an extra on your back this means you can run a total of 7 packs at a time. Let's assume that like the fisher this is how you make your gold and you buy everything else you desire with this gold. This is the break down of reaching 0 labor in this method. Please keep in mind this doesn't account for any of the time costs caused by risks associated with running packs in a war zone and only account for completely safe runs.
    View attachment 274
    In this example it would take you roughly 7.5 hours to reach 0 labor with no proficiency, similar to fishing, however with max proficiency it would take you 17.5 hours, still any improvement on fishing of course.
    ========================================================
  3. The merchant captain: What happens when you put a hauler in the ocean but with more packs. You generally run those packs quicker, so lets see how this kind of player ranks up in time to reach 0 labor. Please keep in mind this doesn't account for any lost merchants and the amount of time it takes to repair the merchant, or if you are forced to take a detour to avoid pirates, or any other mishaps that can happen on the ocean.
    View attachment 275
    Here the merchant captain is doing pretty good, with 0 proficiency they only have to spend a measly 3.35 hours out on the ocean to burn their labor to 0. However when they reach max proficiency they must spend a whole 6.5 hours. So far the merchant is our winner in terms of the least amount of time needed to burn their labor to 0, however do you really want to spend 6.5 hours running packs across the ocean before you feel like you can do something other than just burn your labor?
    ========================================================
  4. The gear crafter: So this one takes a bit more of a consideration than the previous 3. Since the gear crafter can burn their labor extremely quickly, how does one measure the amount of impact this individual has on the server as a whole instead? With this in mind we can calculate the amount of days on average that it will take a crafter to create one Ayanad piece of gear, be it weapon, accessory, or armor. Please keep in mind while this number may seem large that this applies to every crafter who is crafting gear, so the more crafters that there are on the server the quicker we reach the end of the servers life in terms of gear progression.
    View attachment 277
    In this example we see that it takes roughly 10 days to craft 1 Ayanad, this means that if there were 100 players crafting gear then on average we would see 10 new Ayanads every single day.
If you don't care about what I think or disagree with lowering the labor regen rate, feel free to skip this section below and add a comment below with your thoughts on what this means to the server in terms of labor regen, and if you don't think that 40 is the right amount of labor regen how much do you think is?

So what does this all mean? Well, if you are someone who enjoys crafting this might look pretty good, an Ayanad every 10 days means gold in your pocket! Right? Well not exactly, there are things that this doesn't take into account for crafters. Such as the fact that the people who are running those merchants across the ocean might get burned out on the amount of time they have to spend on the seas, or if they have their merchant stolen they might feel like it's not safe to run any more packs for the rest of the day and then be forced to watch their labor tick up and up. It also means that people who fish and run haulers will basically never have enough time to ever burn their entire labor pool, these are the players that generate new gold into the economy, if they quit due to burn out then how are people going to afford to buy your gear in the first place? And lastly, if we have this much labor, and we're running all these packs, and crafting this much gear... How in the world are we meant to keep up with the amount of materials required? You might also think there's no end to people who would want to farm coin purses, but with this amount of labor who in their right mind would sit for hours on hours on end to try and burn their labor with something as slow as coin purse farming, especially when you consider that this isn't unchained and the amount of labor that you spend on each coin purse is severely reduced, as well as the rewards you get from it. And also don't forget the hundreds of thousands of ores, crops, and other gatherables that will need to be collected by hand by another player trying to maximize the amount of profit they can squeeze out of an ever growing labor pool. And what happens when people start quitting because of all this burn out from spending labor, or stress from being constantly labor capped yet feeling behind on gear, or they've gotten a full set of Ayanad and they just don't have any other goals for the server? Who are you going to play with? What are your goals and how do they fit into a server with this much labor regen?
Just as many people play this game solely for the pve/farming aspect. So if the farmers and crafters dont have enough labor to play with that could drive them away.
 

Rurushu👑

Basic member
Y'all smoking some chronic shit saying that 40 per 5 is a good call. Who the hell got 15 hours to burn doing repetitive tedious tasks each day just to not miss out on progression? Either slow down labor regen or make it so we don't actually have to spend this much time finishing up our labour pools.
 

Teajay

Arcane member
People have it backwards if they think harsh limits on labor means people won't get ahead. The tryhards will just plan their limited labor out and you'll never catch them.

Look at unchained fresh starts it's the same top 10 people that know how to plan the most efficient way to gear up and make gold.
 

Furyan

Grand member
People have it backwards if they think harsh limits on labor means people won't get ahead. The tryhards will just plan their limited labor out and you'll never catch them.

Look at unchained fresh starts it's the same top 10 people that know how to plan the most efficient way to gear up and make gold.

We don’t want it to be harsh, just not near-infinite. People who play all day long and have no lives will never be concerned with being labor capped while people who can’t play all day long will never be able to spend all their labor. It’s simple.
 

Jaxxyn

New member
Why are people concerned about not being able to use all their labour? You don't have to burn it to 0 every day. Keep in mind these calculations are starting with a full 10k labour every day and also don't account for doing anything else with your labour, which seems very unlikely due to the fact we don't have alts and have to do everything on the 1 character - which is why the labour regen needs to be what it is.
 

Loran

New member
Personally, I like the idea of getting that much labor every day. It makes it so that you can run more packs in a shorter amount of time which means more fun out in the world. Also, losing a boat's worth of packs won't feel as bad if you have extra labor to spend on another attempt without having to wait a day or two for labor to regenerate. It also means people won't feel like they need to break the rules and make alts. Maybe people will even spend the extra labor on something fun like music sheets or furniture. From what I understand labor won't be as tight as it is on Unchained, so you can still progress while "wasting" labor on proficiencies that aren't directly tied to gear progression.
More labor = more things to do = more fun.
 

ko0zi

New member
This is probably the single most important game-design decision in the game since everything revolves around this, and to simply quadruple regen and double cap because it feels like it will work just fine is a bold, very bold decision. No major issues found during CBT or OBT is a completely moot point because those tests were not even a little accurate to how release will play out regarding labor and how players handle the game, and even if they were a 1:1 simulation of actual release, only a few weeks will not show the long term effects that this really will impose on economy and play-style as a whole.

I will play and I am not complaining one bit, but I can't help to be a little worried over how this is going to affect the server after only 3-4 weeks, I guess we will find out.

EDIT: Didn't know another server had 40 labor every 5 min without issues so maybe it will be fine after all.
 
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BobsynS

Unique member
This is exactly what i've been saying all time on discord, 40 labor per 5 is EXCESSIVE for some gold-efficient activities like sportfishing and trade runs. Many guys on discord want to rush gear and craft 400 weapons/armors ASAP to be the badass of the server and destroy the people who actually wants to enjoy the game. IMO 25L/5M (7200 labor a day) is the maximum regen acceptable and it's actually pretty high, i'd even prefer 15-20 tbh but i'm trying to bargain. There are many laborless activities to do in the game so using all your labor shouldn't be the end of your day.
Exactly.
Anything in the range of 5.5k to 7k labor is not only acceptable, but desired.

Also nice post OP. Finally someone who think alike and focuses more on the Enjoyment of the game, rather than how fast you gonna reach the ceiling. No one cares how fast you gonna reach Ayanad if you ain't having fun around.
 
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