(24-06-2012 07:20 PM)Grape Wrote: What i am wondering is though is how the "stewards buying off of the market" and the "increase in demand" update are going to work? surely we are going to be able to keep a town in a constant state of high demand? and if thats the case there go my build missions again!!
I'm thinking the patch is purely cosmetic to show the increase in demand when you view the "Commodities List". Currently, if you build in a town, the bars will reflect the demand, but the list will still show the original town demand. Adding the ability of the steward to buy will indeed disrupt the mission since we're taking more goods out the world market (that is, if we are auto-buying wood/brick) ... A big problem if our steward is buying and selling the same goods (we'll be fighting ourselves). Players wanted the ability to auto-buy goods back in the game ... so basically, players would rather screw themselves automatically than screw themselves manually ... We're humans so we're naturally lazy and would prefer to have things done automatically, I suppose.
Of course, I know there are other reasons to buy automatically (good reasons).
(24-06-2012 07:20 PM)Grape Wrote: Anyway, i still think that the build missions are flawed, nobody has raised a good case of them working, only offering our various work arounds to achieve the missions. The update to the market (increased demand) may well alleviate the problem in that delivering the amount of materials required for the build (no flooding and no micromanaging) may well get the job done.
What part is flawed? ... Is it the supply/demand or the time limit? I would now agree with the time limit being flawed. In PR2, we horded wood/brick for the delivery and build missions. Both of these missions are indentical (milk runs). If the time limit in PR2 was 30 days, then it worked in PR2. Now that supply/demand is factored in, the time limit in PR3 hasn't changed, thus it's natural causing the mission to fail.
Here's something I observed in my mini-pirate campaign about supply/demand. I needed to increase my small town by 1000 citizens. I rapidly built 9 residences and about 5 businesses. This town didn't have wood being produced, only brick. I checked the World Map and the commodity symbol appeared over the town demanding wood. I was running a prosperity convoy between the town's since my home town produced both wood/brick. While this was going on, I went about hunting trade convoys. Most of the convoys I plundered carried lots of wood/brick. One even had 111 wood, and 86 brick. At this point, I realized that the world mechanics were working as convoys came out of no where to supply my town. By plundering those convoys, I naturally disrupted the mechanics, but after a week, I checked back in my town and at least half of those buildings were under construction.
I view the mechanics working, but only if the big picture (world demand) isn't under too much strain to support the extra demand I created when I built those 14 structures. We naturally horde wood/brick, yes. But those wood/brick could have potentially been used for the world market, thus by hording the wood/brick I created more demand than supply. Even if we horde 200, if we load our convoy with it, the first task our business is going to do is replace that 200 immediatly before it begins to provide the market.
Before I blame the mechanics, I check the big picture. If towns are on fire, then that consumes twice as much wood/brick. The fire was started at businesses that need wood anyway (blacksmith, rum distilery), so that compounds the problem even more. The player is always disrupting the mechanics. War disrupts the mechanics (a town under attack can't move goods and if the town produced wood/brick, it puts an even greater strain on the building mechanics).
I noticed that if we let the mechanics "gel and adjust" (balance out), then we will always see those missions in towns that ask for the same good to be delivered. That's to our advantage if we want to get reputation quickly. My mini-pirate campaign has put a huge imbalance to the mechanics ... One town is even down to 120 citizens!
One more comment about supply/demand ... If our build project doesn't trigger the towns demand for wood/brick (symbol next to town), then it's because some other good in the town is badly needed that's above the priority of the wood/brick. I would think you might see this if you had to build 2 structures ... the demand isn't enough, whereas 6 structures would. As you said already, 6 structures (at higher levels) would put a strain on the world demand already ... so, were basically screwed by both ends of the stick if the time limit remains at 30 days.