14s |
thank you |
32s |
[Music] |
40s |
[Music] |
45s |
thank you |
54s |
[Music] |
72s |
foreign |
92s |
[Music] |
100s |
[Music] |
108s |
foreign |
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[Music] |
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foreign |
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foreign |
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thank you |
213s |
[Music] |
223s |
foreign |
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[Music] |
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[Music] |
253s |
[Music] |
256s |
foreign |
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[Music] |
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[Music] |
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foreign |
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[Music] |
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[Music] |
311s |
[Music] |
321s |
strange Loop games |
324s |
gents working as game designer here on |
326s |
eco and |
329s |
well we we have a bit of a mishap |
332s |
latest some of the people in that are |
335s |
playing on it probably knows about we |
338s |
run into some significant breakage over |
341s |
the last |
342s |
day or two in terms of |
344s |
specific bugs that have been popping up |
347s |
so |
349s |
um |
352s |
the server is currently down |
354s |
um |
355s |
a couple of people that are digging into |
358s |
the civics |
359s |
some feedback from Jordan in the channel |
362s |
as well but it's a bit of a heavier |
363s |
breakage or more |
366s |
Civic experts |
368s |
code wise I'll be kinder |
371s |
nothing |
372s |
or that weekend that server back online |
374s |
as soon as possible but with that |
379s |
as an unfortunate |
383s |
currents right now I don't really have |
385s |
any footage from |
387s |
play tests you can go over fortunately |
390s |
however we can still |
395s |
go through some of the things that we'll |
397s |
be looking at and |
400s |
um |
402s |
some of the side things that I was going |
404s |
to go over them |
408s |
and things happens and this is why it's |
411s |
important to have the play test because |
412s |
people are finding things and ways to |
414s |
break the server that we don't test for |
416s |
so |
418s |
Kudos on play testing successfully I |
420s |
guess |
423s |
over to uh |
425s |
to the build here |
428s |
where to open up yeah as well |
434s |
foreign |
439s |
it'll be revived it'll be revived |
442s |
um |
444s |
we'll have it back don't you worry |
447s |
I just don't know which state it's going |
448s |
to be back in |
453s |
right 14 commenting on we're also trying |
456s |
to raise the water level just by a block |
458s |
to make sure that that mechanic is |
459s |
pristine yeah |
461s |
um |
462s |
totally |
464s |
no so we have uh we've been we've been |
468s |
super thrilled to see the result on |
470s |
latest General |
472s |
parroting it but it's it's been really |
475s |
really really nice |
479s |
that I heard of I don't think it's here |
482s |
it's been really nice to uh to be able |
484s |
to get some of the results from it and |
486s |
being able to |
489s |
fixing a lot of these bugs that have |
491s |
been popping up as well and |
494s |
with the boats |
496s |
um and the fishing troller as far as I |
497s |
know should be working now on the |
500s |
I think that was emerged yesterday so it |
503s |
should be live on the earth branch |
506s |
I'll need to take a look if that's not |
509s |
the case |
510s |
but one of the things that we were going |
513s |
to |
515s |
or has been a kind of a result |
518s |
um that people have been noticing on the |
520s |
play test that water is misbehaving a |
523s |
little bit more than usual |
525s |
and it was one of the things |
527s |
bring |
528s |
a bit up to speed in terms of what we're |
531s |
doing with Walter |
532s |
in terms of making it usable for the |
535s |
play test as you can see here |
539s |
this is not something that's possible on |
540s |
the play test at the moment because |
542s |
water is |
543s |
a little bit less functional than it |
546s |
normally is |
554s |
uh |
557s |
this was the other world |
562s |
yeah this was my other side |
565s |
um |
566s |
so |
567s |
Walter has been misbehaving for a bit |
569s |
when water has been something that we've |
571s |
been |
573s |
not gonna say neglecting because we're |
574s |
doing we've been doing a lot of |
576s |
optimizations and Polished to water in |
579s |
in terms of the backhand side and the |
580s |
technical things as to how it's been |
583s |
computed and the memory allocation for |
585s |
it |
587s |
kind of |
588s |
doing some magic in in the back end to |
591s |
uh make sure that it's behaving the way |
593s |
we wanted to do data wise and |
596s |
performance wise |
599s |
but with a lot of these changes there's |
602s |
also been a bit of a cost in terms of |
603s |
performance of of the user input |
606s |
perspective where |
608s |
things suddenly is not flowing as |
611s |
intended or |
613s |
they're just |
615s |
not working the way we want them at all |
618s |
and this has been made really apparent |
621s |
especially for the play test with |
623s |
everyone kind of building docs and |
624s |
interacting with water a lot more than |
626s |
they usually do |
629s |
and |
632s |
one thing that you know you're coming |
634s |
across in particular for |
637s |
block building and water building around |
639s |
water surfaces so on |
642s |
um |
645s |
builds a bit of a platform here |
650s |
so as you can see here |
653s |
Walter is disappearing for half a second |
655s |
and then it's properly being rendered |
657s |
and |
659s |
filling back up if you will |
663s |
um |
664s |
so as you can see here I've got a full |
666s |
block and that is |
671s |
grab another one just to kind of |
672s |
showcase it |
679s |
here we have multiple blocks that are |
682s |
kind of occupied in the space |
684s |
I'm gonna save it |
687s |
before it gets disabled |
693s |
upload these things |
696s |
on them getting stuff placed here |
703s |
we've had a lot of situations where |
705s |
water the the mesh on the surface |
708s |
kind of has been breaking and then you |
709s |
know you've been seeing through the |
711s |
water if you will and leaving empty kind |
713s |
of air squares and so on so forth |
716s |
a lot of those cases should be remedied |
718s |
now |
719s |
um we have a |
721s |
Walter task force to kind of alleviate |
723s |
and go over a lot of these case |
725s |
scenarios and being over |
728s |
a lot of the potential build options and |
730s |
also |
731s |
how we've been wanting to handle water |
734s |
in terms of when water is taking out the |
737s |
same space as a normal block |
740s |
do we want to depend it on which |
742s |
specific type of block which specific |
744s |
type of form which specific |
747s |
um |
748s |
scenario are you being involved in kind |
750s |
of building this water thing so |
754s |
this has been a bit of a challenge on on |
757s |
I think everyone's part |
759s |
and |
762s |
as we've seen for the play test like I |
764s |
said it's been a lot more buildage |
767s |
in terms of water because of all the new |
770s |
all the new hardware involvements and |
773s |
things that kind of rummaging around |
776s |
so we have a distinction now between a |
780s |
solid block |
782s |
and |
785s |
what is referred to as a water logged |
788s |
block |
789s |
so a solid block is your usual like any |
793s |
block that is taking up a full piece of |
795s |
a square |
796s |
so in this case we're looking at bricks |
798s |
we've got |
800s |
uh we've got the floor we've got the |
802s |
cube we have the aqueduct and we also |
804s |
have the roof Cube which are taking up |
807s |
the full space of a block |
809s |
and they will kill |
812s |
author as it exists in here |
817s |
so as I'm removing these |
824s |
you can see that the water is starting |
826s |
to kind of angle off and dissipate a bit |
830s |
and that's because the water is removed |
832s |
from that specific space but it's still |
834s |
stretching out and kind of rendering |
836s |
towards |
837s |
alternative water sources |
840s |
and this is something that we're |
842s |
continuously working on |
844s |
in terms of the back end so this is |
846s |
still a bit of a problem |
848s |
that we're not |
849s |
super happy with our current iteration |
851s |
of and |
853s |
we'll be keeping keep working on it |
856s |
General |
858s |
however we've done a lot of |
861s |
and a connectivity and stretching of how |
865s |
the water visually appears so they look |
867s |
less broken |
869s |
but it is something that we'll be |
871s |
continuing to improve on |
874s |
further on in |
876s |
sort of post 10. |
879s |
um |
881s |
as iron noodle anything that is a |
883s |
complete full solid block is going to be |
885s |
killing water so with bricks it'll be |
887s |
these four types |
889s |
so anything that is sort of a |
891s |
reminiscent of a partial block is gonna |
893s |
be having something called water logged |
897s |
and |
898s |
for mothers in particular |
902s |
the water logged is an interface that |
905s |
you just applied to |
908s |
you just apply it to the blocks block |
911s |
class so if I go in here |
914s |
[Music] |
921s |
to go into |
923s |
the technical modern side |
925s |
and all you need to do from the mother's |
928s |
perspective to add this attribute |
930s |
um |
931s |
onto an existing block form that you've |
934s |
made I'm so blocks |
936s |
is just inherent from the interface of |
939s |
eye water log block |
941s |
and that's all you need to do for the |
943s |
specific block form |
945s |
this also needs to be done on each P of |
949s |
uh Rubble if you have multiple placeable |
952s |
blocks so |
954s |
like each each stackable class for |
958s |
the loose piece |
960s |
um has to be has to be applied with the |
962s |
same interface as well for it to inherit |
965s |
from it and what this will do is it'll |
968s |
add more data to the block itself for |
970s |
the chunk to handle |
972s |
and that'll allow it to contain the |
976s |
water inside itself |
978s |
and you can Smite it and just get rid of |
981s |
it and build however you kind of want to |
985s |
without having to worry about water |
987s |
being you know deleted or removed or so |
991s |
and so forth |
994s |
which is stretching out to in more |
996s |
commonly used blocks most of this is |
1002s |
box and |
1003s |
that I'm running on |
1005s |
a bit of a test build right now so |
1007s |
everything's not completely perfect |
1011s |
so there's still a couple of couple of |
1013s |
cases where it's not |
1014s |
properly rendering through but that's |
1018s |
um also why it's not |
1022s |
deployed to the |
1024s |
plate test right now because |
1025s |
it'll be kind of |
1027s |
polished and tinkered and or that we are |
1035s |
comes out in a nice and Polished state |
1038s |
that we want |
1041s |
so as you build up floors you know you |
1044s |
want to move them |
1045s |
without any water loggable |
1048s |
is |
1049s |
replacing the blocks once you remove |
1051s |
them with water again so you don't have |
1053s |
that massive water breakage all over the |
1055s |
place when you're rebuilding building |
1057s |
and fiddling around with this blocks |
1060s |
so hopefully a lot of people are gonna |
1064s |
be some good use of this |
1068s |
improved state of water |
1073s |
and it's it's been a it's been a |
1074s |
headache that we've had for a long time |
1076s |
in terms of |
1078s |
trying to come up with a good technical |
1079s |
solution that doesn't that doesn't just |
1081s |
outright kill performance because of the |
1084s |
the more the the higher and increased |
1087s |
information |
1088s |
that the blocks needs to contain |
1092s |
so for us as well this is this is pretty |
1095s |
pretty huge to um |
1098s |
making this possible |
1100s |
so this will work with and as you can |
1102s |
see we still have some edge cases with |
1104s |
corners and then some of the things that |
1106s |
we're looking |
1107s |
improving on the rule sets for how water |
1110s |
is being kind of |
1112s |
visualized and rendered on so this will |
1115s |
work with any block that is partial |
1118s |
um including things like defenses |
1124s |
whichever block form |
1126s |
so this has |
1128s |
clear |
1130s |
kind of value especially for things like |
1132s |
the |
1135s |
good |
1136s |
and then run with the normal Hammer |
1138s |
instead of the adaptable because they |
1139s |
have tools wants to Target the water |
1141s |
surface which is why you see this alt |
1143s |
Behavior |
1148s |
it is |
1163s |
we still have some |
1165s |
client client is predicting the water |
1168s |
and then it still shows it a little bit |
1169s |
so that's |
1171s |
I think things too polish as we're kind |
1173s |
of poking at it |
1174s |
um |
1177s |
does it still work well if your dock is |
1179s |
one tile up above the water it was |
1180s |
pushing into the water from the |
1182s |
foundation yeah so this should be |
1183s |
covering |
1185s |
uh basically any any scenario where a |
1188s |
block is inside water for any number of |
1192s |
reasons |
1194s |
grab |
1195s |
a support for instance |
1197s |
here |
1205s |
get ourselves up here and we build |
1209s |
uh which one do we want to use I want to |
1212s |
use this one |
1214s |
and then we can |
1227s |
[Music] |
1233s |
foreign |
1243s |
that should cover most most and then |
1245s |
I'll kind of Pokey things but as you can |
1248s |
see here |
1249s |
bullet blocks |
1251s |
do still kinda |
1253s |
distort the surface because they are |
1255s |
killing the blocks |
1257s |
um and having the system kind of |
1260s |
reconfigure itself and know that this |
1262s |
should be back filled versus |
1265s |
what is known as evaporation is |
1268s |
something that is still being kind of |
1269s |
poked at |
1273s |
and |
1275s |
with this a lot of these things being |
1277s |
fixed a lot of a lot of these things can |
1279s |
be improved out we have finally been |
1281s |
able to restore the water the predictive |
1284s |
water Behavior |
1286s |
or evaporations where |
1289s |
you are digging into something and the |
1291s |
water is running off not backfilling |
1294s |
completely |
1297s |
um so this is once again properly |
1299s |
behaving and |
1301s |
um the aqueducts water type attribute is |
1304s |
also working as |
1307s |
working as currently intended |
1310s |
if I grab some bricks |
1313s |
and I want to change out and I want to |
1315s |
just dig a parallel Canal to this |
1319s |
change altitude aqueducts |
1323s |
that the dev tool doesn't play nice |
1325s |
moment I can just block off the water |
1327s |
where I want the canal to start |
1331s |
then |
1334s |
I want to dig out |
1337s |
everything involving the canal |
1340s |
so for at the evaporation to not take |
1343s |
effect it needs to have an aqueduct as a |
1348s |
u-shape around it |
1350s |
and it doesn't matter how wide it is or |
1355s |
how long it is |
1357s |
it currently is a bit sensitive on the |
1359s |
depth so I would recommend you to kind |
1362s |
of build it |
1365s |
um add one deep first |
1369s |
and this is also something that we're |
1371s |
experimenting a bit on how to improve in |
1373s |
terms of user experience to |
1375s |
alleviate some of these things |
1379s |
so at the moment keep it kind of |
1382s |
watertight |
1384s |
want to be digging out just the one |
1387s |
extra depth of the canal |
1395s |
and then once you have the canal |
1399s |
to the point where you're happy with it |
1411s |
I'll say this is this is the other River |
1413s |
to up to the way |
1418s |
oh |
1424s |
damn Bam Bam |
1427s |
and then you just let the water in |
1431s |
that corner might present the problem |
1437s |
and then it's just spreading along so |
1439s |
how that works is that it's looking for |
1442s |
is it is there a water tight area around |
1445s |
it and combining it then it'll just keep |
1447s |
pushing so if you block this off here |
1450s |
it'll stop flowing into the canal |
1452s |
because this is the kind of source entry |
1455s |
block to it |
1458s |
and it'll just run off and |
1461s |
gonna keep going |
1464s |
and as you can see here we're also |
1466s |
getting some some of the kind of |
1469s |
stretching and and polish to |
1471s |
getting a more |
1474s |
realistic water decline rather than just |
1478s |
this kind of square off put as you |
1480s |
currently have on the rivers so |
1483s |
um we've gotten plenty of things out of |
1486s |
the way and fixed with the water as is |
1489s |
but we are continuously kind of |
1491s |
improving it and looking over |
1493s |
how it's behaving and what we can do to |
1495s |
make it more |
1498s |
user friendly and easier to understand |
1500s |
as well as to use |
1505s |
uh when you have two tiles thick it |
1510s |
um |
1514s |
all for the um |
1516s |
all the the horizontal ones these ones |
1520s |
that what we're talking about |
1524s |
foreign |
1532s |
with the new Walter mechanics will this |
1535s |
affect piped Waters with filling pools |
1537s |
or new areas with water yes so |
1540s |
one of the downside of this is that I've |
1544s |
been looking over how we kind of want to |
1546s |
deal with piped water |
1550s |
um |
1551s |
in general and I think what is going to |
1554s |
happen with them is that we're probably |
1557s |
going to temporarily remove |
1561s |
um the back filling of water which is |
1563s |
going to be horrible for all of you |
1567s |
Super Creative Builders with |
1570s |
intricate Water Wheel Works water wheels |
1573s |
will be |
1576s |
a lot harsher in the requirements |
1583s |
um |
1583s |
however |
1586s |
you do have |
1588s |
the benefit of |
1590s |
this General like horizontal water |
1593s |
transportation so you could |
1595s |
you know Canal water away from a river |
1599s |
or from a whole uh the higher Peak and |
1601s |
make like a big aqueduct |
1604s |
um to pull water to where you are |
1606s |
in that manner |
1608s |
but it's still being poked at so I don't |
1612s |
have any definitive things to say about |
1614s |
it well |
1615s |
I had time for Roman aqueducts |
1619s |
pretty much yeah |
1624s |
as for any changes to water wheels I |
1627s |
don't think |
1629s |
we necessarily have some I know the art |
1631s |
team has been secretly working on some |
1633s |
improvements to the visuals on a lot of |
1636s |
aspects |
1637s |
and a lot of a lot of new objects that |
1640s |
some are prompted for 10 some are |
1642s |
prompted for future updates |
1644s |
um some may not be reworks but to |
1646s |
complete replacements |
1648s |
so there's a lot of things that are |
1649s |
coming and |
1651s |
one of the things that I know |
1654s |
Ruby and the Gang has been working hard |
1656s |
on getting an upgrade for |
1660s |
is something that have seen a lot more |
1664s |
frequent use after being long forgotten |
1667s |
and that is the currency currency |
1670s |
exchange |
1672s |
which I know some people were asking |
1673s |
about |
1674s |
the other days if I do |
1677s |
on one |
1681s |
economy testing |
1684s |
so the currency exchange as you know |
1687s |
looks basically like a gas station at |
1689s |
the moment |
1691s |
there was some envisionment when it was |
1694s |
first originated |
1696s |
that |
1699s |
it is reminiscent of |
1703s |
uh some sort of dispenser |
1707s |
so this is how it's looking today |
1710s |
and |
1712s |
while it's not plugged into the game yet |
1714s |
so I can't show you directly in game |
1717s |
however |
1718s |
this is going to be the new currency |
1722s |
exchange object |
1730s |
and I would dare say that your team |
1731s |
updated themselves once again |
1734s |
because it's it is looking really really |
1736s |
nice |
1739s |
and |
1740s |
a lot of things with this object as kind |
1744s |
of |
1744s |
odd predeterministic kind of behaviors |
1748s |
so |
1749s |
while the old one kind of looked odd |
1751s |
this one has sort of a predefined |
1756s |
more out of Dorsey look to it |
1759s |
so with |
1761s |
with this change of the art of the |
1764s |
object |
1766s |
we are also going to revise the recipe |
1769s |
for crafting it |
1771s |
and we're also |
1774s |
as iron noodles came in |
1777s |
um |
1778s |
we are also looking at |
1781s |
replacing the recipe in general but it |
1782s |
will be an outdoor object so it's not |
1784s |
going to be dependent on having a room |
1786s |
to it which is also gonna reduce |
1790s |
the kind of Entry curve to it that it's |
1792s |
having right now right now it's |
1793s |
requiring tier two which is a pretty |
1795s |
heavy investment early on |
1797s |
it makes fading between towns |
1801s |
particularly difficult because of the |
1803s |
difference not the different dominating |
1806s |
currencies in the different regions |
1808s |
that we've seen on sea otter in |
1811s |
particular when we don't have a general |
1812s |
currency right off the bat that |
1816s |
um |
1816s |
we kind of need to have the currency |
1818s |
exchange available early on |
1822s |
and |
1823s |
having that art asset upgrade to it is |
1826s |
just the perfect fit for |
1828s |
getting it into 10 |
1830s |
. there hasn't been any changes to the |
1832s |
UI yet |
1834s |
um |
1835s |
but we are looking at |
1839s |
potentially doing that as well it |
1840s |
depends a little bit on |
1844s |
uh |
1846s |
one of the one of the few things that |
1849s |
currently kind of tied into the |
1850s |
settlement system which is |
1852s |
sort of an unintended |
1855s |
inheritance but |
1857s |
I over there |
1860s |
I have one that's working |
1865s |
go |
1868s |
I believe I had one |
1872s |
this one not |
1873s |
yeah |
1877s |
um and I know there's been this this UI |
1880s |
is really old we haven't really touched |
1881s |
it in a long time we're looking at |
1884s |
changing it out a little bit making it a |
1886s |
little easier to understand |
1890s |
um |
1892s |
but as it stands right now you have |
1895s |
given a bit of an example explanation as |
1899s |
there seems to be a lot of miscon |
1900s |
misunderstandings about how the currency |
1903s |
exchange works the currency exchange |
1905s |
does not generate money it doesn't |
1907s |
create currency |
1909s |
you don't input you know you don't |
1912s |
add items to yet |
1914s |
a chosen currency at whatever rates |
1917s |
you're setting |
1918s |
it's a transaction it's basically a |
1921s |
store for money |
1923s |
so you are offering |
1925s |
in this case you're offering a one |
1927s |
dollar |
1928s |
at the currency exchange rate of 1.5 in |
1933s |
exchange for the client currency |
1936s |
which means you want 1.5 client currency |
1940s |
test currency |
1942s |
injured out the APC credits just a |
1944s |
little bit here too |
1948s |
and |
1951s |
other things |
1955s |
I have one and I'm setting what I want |
1958s |
in return for that one credit |
1961s |
and exchanging it for this so this means |
1964s |
that a player has to come to your |
1966s |
currency exchange |
1968s |
pay whatever amount of transactional |
1971s |
money that you have set and then that's |
1974s |
going into your account from your |
1975s |
account |
1978s |
now if you're using your own credit |
1981s |
I have my |
1983s |
a general credit here |
1987s |
I have an infinite amount of this that |
1990s |
is absolutely true however I can't |
1993s |
acquire an infinite amount of dollars |
1995s |
because someone has to pay me dollars to |
1998s |
acquire my credits it's basically |
2000s |
you know using the money directly |
2002s |
instead of just using Goods as a |
2005s |
transactional |
2007s |
between different points so |
2010s |
I might have gotten a whole bunch of |
2013s |
credits or something and I want the |
2015s |
general Global Currency |
2018s |
but someone else needs that specific |
2020s |
credit because that guy has a store that |
2023s |
he's only selling goods for his credits |
2025s |
and not taking currency and the currency |
2029s |
exchange is a way to kind of get around |
2031s |
a lot of those limitations where you |
2033s |
don't want to be juggling Just Goods you |
2035s |
can be running around just buying |
2037s |
different currencies to kind of get what |
2038s |
they want |
2040s |
and then as a concern |
2044s |
um |
2044s |
as a general concern with |
2047s |
kind of financial levels and what if I |
2050s |
have a whole bunch of credits and I'm |
2053s |
buying the Global Currency but I don't |
2055s |
wanna |
2056s |
I don't want to get a million of the |
2058s |
Global Currency and someone grabs a |
2061s |
whole bunch of my credits and they just |
2063s |
buy everything in my store |
2065s |
well first off I would say |
2067s |
congratulations because you sold out |
2069s |
everything in your store |
2070s |
and someone wanted all your stuff and |
2072s |
you you're setting the price for them at |
2075s |
what you should be comfortable with |
2077s |
selling at in terms of you know effort |
2080s |
and |
2082s |
but how to manage that and deal with |
2084s |
that is to be able to set specific |
2086s |
limitations to how much money you're |
2089s |
buying and how much you want to save |
2092s |
with these restrictions |
2095s |
so you add a restriction |
2097s |
and you set the specific currency you |
2100s |
want to restrict |
2102s |
and you're telling your bank account |
2104s |
basically and your wealth representation |
2107s |
to how much your how much you're apping |
2110s |
out in that specific account |
2114s |
so in this case you have a minimum value |
2116s |
where |
2117s |
you set the minimum amount of money you |
2120s |
need to have in your bank account before |
2122s |
you're selling the Surplus so in this |
2125s |
case if I set it to 500 |
2128s |
before this store tries to sell a single |
2131s |
unit |
2134s |
I need to have 501 and it will never |
2137s |
sell |
2139s |
it'll never sell off more currency |
2142s |
then that limit as a minimum |
2145s |
and then of course as the offset you if |
2147s |
you want to prevent someone from dumping |
2148s |
a whole bunch load of currency on you |
2151s |
you can also set a cap for it so you |
2153s |
don't want to be buying |
2156s |
you know an infinite amount you just |
2158s |
want to make sure that you can buy |
2160s |
another 500 so you can stay between 500 |
2163s |
and 1000 if necessary while you set the |
2166s |
top cap for it |
2169s |
and as the tooltip states that's the |
2171s |
maximum amount of |
2175s |
um money in your account that you will |
2177s |
hold so if your own money is going above |
2179s |
it |
2181s |
then it's not gonna allow players to |
2183s |
sell more to you because you're already |
2185s |
at the cap |
2186s |
foreign |
2189s |
as for some of the questions here |
2191s |
regarding to General currency |
2193s |
um |
2196s |
would be cool if currency took up |
2198s |
physical space like gold bar so having a |
2200s |
currency out of a out of paper would be |
2202s |
beneficial by being able to have it more |
2205s |
lesson |
2207s |
more of it in the less space |
2209s |
um |
2212s |
currency as an item is |
2218s |
an interesting concept |
2220s |
and it works in |
2224s |
I think most cases the only time you |
2227s |
have currency as a direct hard item and |
2230s |
like something that you carry with you |
2231s |
is generally in games that lose it in |
2236s |
that makes sense |
2238s |
so in in case of RPG games where you die |
2242s |
and you |
2243s |
revive and |
2246s |
you lose a certain amount because you |
2247s |
drop it on the floor or PVP game where |
2250s |
your enemy players can |
2256s |
kill you off and can I grab your loot so |
2260s |
on so forth |
2263s |
um it's probably not something that |
2265s |
we're looking at |
2270s |
from our end but it's definitely an |
2272s |
interesting subject to look at |
2276s |
um |
2278s |
in terms of being able to handle kind of |
2280s |
logistically on on the other hand that |
2282s |
also means that you need always running |
2284s |
around with your money and the banks |
2286s |
kind of don't have a purpose |
2289s |
because there's no way there's no |
2291s |
there's no use to put things in a bank |
2293s |
if nothing can access the bank if you |
2296s |
will |
2300s |
um |
2304s |
but it's definitely an object |
2309s |
book app yeah in terms of how things are |
2312s |
being |
2313s |
without |
2321s |
um |
2322s |
great quality of life upgrade update |
2324s |
that wouldn't |
2326s |
require that much work uh would to add |
2328s |
already calculated section rates between |
2330s |
the two currents as an option ethically |
2333s |
opted |
2334s |
extreme but the currency be in full |
2338s |
we're offline |
2339s |
and for smaller currencies we still have |
2341s |
enough let's manually |
2344s |
um |
2345s |
I think that's a a valid |
2349s |
Merit |
2351s |
um |
2353s |
this it is true if if people have always |
2356s |
been wondering about |
2359s |
kind of the currency and use things |
2361s |
there is a currency report for it that |
2364s |
is showing off more than just |
2368s |
players in the world and how much money |
2370s |
they have it's also showing the depth of |
2373s |
the currency |
2374s |
but it's also showing you exchange rates |
2377s |
so if you have items that are being sold |
2381s |
um inside the store you know one |
2384s |
currency selling logs upon price another |
2386s |
selling logs at another price |
2389s |
then this will actually automatically |
2391s |
calculate and compare it to |
2395s |
um so this is |
2398s |
a big risk here is that something |
2400s |
automatic there is also prone to |
2405s |
um |
2406s |
things like manipulation |
2409s |
because it Compares larger transactions |
2412s |
and larger trades between the same types |
2414s |
of items so if you have |
2416s |
been a friend setting up a store that |
2418s |
you don't have access to and you're |
2419s |
selling Goods to him at a really high |
2422s |
inflated price price it'll it'll drive |
2425s |
up the currency exchange value of that |
2428s |
currency compared to the other because |
2429s |
of recent trades or the denomination |
2433s |
and I'm getting |
2436s |
I'm hearing that the Sea author is up |
2438s |
and alive so that's |
2440s |
it is a lot |
2443s |
I've been enjoying that one and see if |
2445s |
we can get some |
2447s |
in comparisons here |
2462s |
but yeah currency has a physical entity |
2464s |
is is always an interesting thing but |
2467s |
it's difficult to say |
2470s |
what kind of implications it would have |
2472s |
because |
2474s |
you know is it gonna be |
2477s |
um or Eco in general it's |
2481s |
a lot into how much value is this going |
2484s |
to be added to or is this just going to |
2486s |
be something that people are going to be |
2489s |
just really frustrated with and don't |
2491s |
know what to do and then are just |
2493s |
another thing to have in your your bag |
2496s |
to kind of take up |
2499s |
base |
2502s |
um let me change out |
2504s |
interface scale so it's visible on the |
2506s |
Stream |
2510s |
oh |
2511s |
I wanted to go in here and here we can |
2513s |
see a whole bunch load of different |
2515s |
credits and currencies that are being |
2516s |
inserted in circulation |
2519s |
and the buttons are not truncating |
2522s |
correctly overlapping that's probably |
2525s |
because of |
2528s |
why change so if we go into currency |
2530s |
report here and |
2534s |
roll all the way down here we go |
2539s |
so |
2540s |
this also needs a bit of a cleanup in in |
2542s |
terms of Polish and improvements but |
2545s |
here we can see the exchange rates of |
2547s |
these currencies and |
2549s |
we have the Orion credit that we were |
2553s |
looking at is worth 4.4 White Lane |
2556s |
Credits based on the average from these |
2558s |
32 trades |
2560s |
where it's comparing the different items |
2563s |
and different things that they're uh |
2567s |
um |
2570s |
coupling around |
2571s |
and this will compare anything that has |
2574s |
an equal item trade so it can't compare |
2577s |
to currencies that are not Trading |
2579s |
similar items so if you have one |
2582s |
currency that's only trading in basic |
2583s |
once |
2585s |
and then you've got one that's trading |
2587s |
in in basic upgrades twos |
2590s |
then it's not going to be able to |
2592s |
compare the two because there's no |
2593s |
common denominator of comparison |
2599s |
so here we have yeah as a fire noodle |
2602s |
was coming out new new coin versus Orion |
2606s |
is one Orion is worth |
2609s |
17.89 new gold |
2612s |
based on what seems to be mostly food |
2617s |
we have something else in here we've got |
2618s |
iron bars iron bars is always a good |
2620s |
denominating factor in between because |
2622s |
there's usually a large bulk transaction |
2624s |
going on |
2626s |
um at a very frequent rate so it's hard |
2628s |
to kind of spook |
2630s |
get something looking weirdly versus |
2633s |
upgrades that can have a really |
2634s |
different profit margins |
2638s |
so having those really big common common |
2642s |
consumables if you will so building |
2644s |
materials tools iron bars and so on are |
2648s |
usually pretty good |
2650s |
sets and then you've got standard |
2653s |
deviation and prices being fifteen |
2654s |
thousand seven hundred percent |
2658s |
which is summarizing up to |
2661s |
being |
2662s |
17.8189 so in this case someone could |
2665s |
place down a currency exchange and say |
2666s |
you know I'm selling one Orion coin |
2670s |
but I want 20 new gold for it |
2673s |
so they're profiting on the transaction |
2675s |
change of currency |
2678s |
but they are selling you know one |
2680s |
currency for another and |
2683s |
that possibility is going to be |
2686s |
hopefully a lot easier |
2689s |
and |
2690s |
I'll be going over that recipe and kind |
2692s |
of where we're introducing that |
2696s |
um |
2698s |
wherever |
2699s |
uh and it's possible it might not be for |
2703s |
the play the the current sea alter play |
2705s |
test but |
2707s |
it'll definitely be in with a new recipe |
2710s |
at least |
2711s |
um can't promise the visuals because |
2713s |
that is completely dependent on |
2716s |
art team |
2719s |
adding it to |
2720s |
um |
2722s |
working again |
2725s |
uh treasury with settlements and |
2728s |
multiple currencies |
2731s |
the treasury is kind of weird |
2734s |
there's the treasury has always been |
2737s |
this kind of super all-powerful thing so |
2743s |
that is still kind of pending a bit |
2750s |
catfish |
2751s |
I know um I mean |
2753s |
old style it's it's kind of explanatory |
2756s |
in terms of how you know what each |
2758s |
button is doing to it but it's all |
2760s |
powerful in terms of it's always been |
2762s |
the factor of a global government |
2764s |
and you had specific electoral title |
2767s |
permissions to use it and everyone had a |
2770s |
say in terms of what what was being |
2772s |
builted for and |
2777s |
um |
2777s |
and so on yeah I I might hide the |
2780s |
treasury if settlement is enabled for |
2782s |
now because |
2783s |
it's really |
2787s |
it's really unpredictive at the moment |
2789s |
also pipes |
2792s |
um as a as a reference I forgot to show |
2794s |
that pipes is also counted as |
2797s |
water logged blocks so pipes will not |
2799s |
lock water per se |
2803s |
they won't act as a solid block |
2807s |
which means you |
2811s |
having pipes like this can be a bit |
2814s |
risky |
2815s |
we're looking at |
2817s |
what we want to do in the future with |
2818s |
pipes as well because |
2820s |
I don't want them to be going through |
2822s |
terrain and not |
2824s |
a big Space Age so we need to do some |
2827s |
some similar type magic to pipes and be |
2830s |
an applicable inside another block and |
2833s |
that's all |
2835s |
it's a whole lot of Dev streaming itself |
2838s |
but yeah so we are on the play test |
2840s |
right now this is live this is not a |
2843s |
recording |
2850s |
but some |
2852s |
of going on |
2857s |
mining operations going on |
2864s |
I have I have barely been on sea otter |
2867s |
in case I get distracted |
2871s |
quite curious to see what people are |
2873s |
doing and and been doing |
2876s |
hitting up to |
2881s |
I'll |
2882s |
get it |
2889s |
I think the prices for clams are ruining |
2891s |
the currency reports for those two |
2893s |
currencies that is entirely possible he |
2896s |
said it's not foolproof and |
2901s |
um with the towns and Nations we we do |
2904s |
need to put more of an emphasis on |
2906s |
some of those |
2911s |
more economically impacting |
2914s |
reports and functions in terms of |
2916s |
quality of life as the towns and nations |
2919s |
are |
2920s |
and are scratching on that surface in a |
2923s |
whole new scale |
2925s |
than what has been previously used |
2926s |
previously those kind of currency |
2928s |
reports and economical kind of in-depth |
2933s |
um |
2934s |
statistics have only really been you |
2937s |
know |
2938s |
statistics used to say it kind of |
2940s |
curiosity |
2941s |
um |
2941s |
looking over how |
2944s |
things are going in general or how your |
2947s |
currency is doing compared to other |
2949s |
currencies |
2950s |
but there haven't really been a huge |
2953s |
kind of reasons to |
2956s |
really use it |
2958s |
um |
2960s |
in the same way as there is as there has |
2963s |
now so |
2965s |
venturing into unknown territory with a |
2967s |
lot of these things |
2973s |
as we are |
2975s |
and are seeing them properly used and |
2977s |
then as they get more also finding out |
2981s |
new things that we want to be adding or |
2983s |
changing out and improving |
2988s |
gonna give users the tool stuff |
2992s |
they need and |
2996s |
also can use in a more obscene way |
3001s |
and not just get lost in statistics and |
3005s |
trying to figure out everything on their |
3006s |
own with red sheets which is |
3010s |
on on its own and |
3013s |
Earth |
3017s |
raindrop here |
3019s |
foreign |