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Patchnotes for November 22nd - Trawler


Chrischan

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Ahoy sailors, 

The next major patch is ready.

The patch largely concerns associations, improves those systems, provides new content, and several adjustments and updates to raw materials.

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Cooperation

The "Cooperation" event starts once a month at a random time at each association, and runs for 5 days.

In the event, the association must respond to an SOS by a trawler to make it operational again in 3 phases. This requires all of the players' resources. 

The rewards depend on the difficulty level you choose for the event. There are a total of four difficulties (Easy, Medium, Hard, and Very Hard).

You will receive credits and reputation for each phase you complete. If you successfully complete the event, you will be able to produce products in the salvaged trawler. The trawler acts as an additional fish factory with three production lines and all recipes. Production costs nothing - no fish and no raw materials. If you manage to complete the bonus objective in Phase 2, you will even receive a blessing for your fish factory which reduces production times.

The quicker you repair the trawler, the longer it will be in your possession.

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The phases are:

Phase 1 - Repairs

The company must repair the damage done to the trawler. You'll need raw materials and mechanics points for this. Once all the resources have been collected, repairs to the ship will commence which can take up to 48 hours. This time can be reduced through labor force or the use of silver bars.

Phase 2 - Fuelling

In the second phase, the association needs to fuel the trawler to make it operational again. You can deposit either the required amount or 1.5 times that to secure another bonus.

Phase 3 - Filling

Now all that's left is to fill the trawler with fish. The fish are simply deposited in it. There are 3 varieties to choose from. 

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Depending on how quickly you complete the event, you'll have use of the trawler for 2-7 days and can produce freely there. The higher the difficulty level you choose, the higher the reward, of course. Depending on the difficulty, the larger the production size and the higher the daily limit available to you.

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 Revised activity system 

The activity system was very opaque for many players, unnecessarily complicated and less than effective. We have now revised the system in full and simplified it. 

Summary:

  • It no longer distinguishes between different types of reputation (primary and secondary). There is simply reputation.

  • Activity is evaluated exclusively based on fulfilling daily assignments (for now – other options, such as public assignments, may follow).

  • A company receives activity points depending on the number of assignments completed per week (points can also be lost for low levels of activity). A maximum of -10 or +100 activity point can be accumulated.

  • Generally, there are no penalties for sliding into the minus range.

    • Associations with less than 5 members are the exception, and will be deleted if their activity is at -10 activity points for 28 days.

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Earning activity points (assignments per week):

  • < 3 assignments: - 2 points

  • 3 - 5 assignments: - 1 point

  • 6 - 15 assignments: 0 points

  • 16 - 21 assignments: + 1 point

  • 22 - 42 assignments: + 2 points

  • 43 - 64 assignments: + 5 points

  • 65 assignments or more: + 10 points

You can swap your activity points for these bonuses:

Small bonus
Cost: 5 activity points
Duration: 5 days

  • + 25% more credits for association assignments

Medium bonus
Cost: 10 activity points
Duration: 5 days

  • + 50% more credits for association assignments

  • + 10% on production bonus in the fish factory

Large bonus
Cost: 25 activity points
Duration: 5 days

  • + 100% more credits for association assignments

  • + 25% on production bonus in the fish factory

  • + 24 hours’ extension on certificates

 

Adjustments to the raw materials system

Constant availability of raw materials

Based on your feedback, we have made further adjustments to the raw materials system. From now on, it will always be possible to buy raw materials on the raw materials market if you have enough credits. However, this constant availability of raw materials is the most expensive way of obtaining raw materials with credits.

1 raw material costs 5,000 credits, making it twice as expensive as the maximum asking price requested by players. For them the price is capped at 2,500 credits (500 - 2,500 credits) per raw material. On average, the prices in the shop remain the cheapest option at 1,500 credits per raw material.

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Adjusting the raw material earnings in competitions & the shop

Raw material earnings will now be higher in competitions and the shop. The amount rewarded in competitions is increased from 300 raw materials per participating player to 1,000 raw materials per participating player, and the number of raw materials in the shop increases with your level. The price for Gold Bar Packs is unchanged, as is the price for credits at 1,500 credits per raw material.

 

Subdividing the ranking

The ranking is now separated into a ranking for the overall score and a ranking for the weekly score. Use the drop-down menu to switch between the two.

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As always, you are welcome to give constructive feedback on the upcoming content patch here

Nautical regards,
Your Big Bait Team

 

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