Balron farming solution

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Wil
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Balron farming solution

Post by Wil »

If you're willing to code it +C, here's an idea for balron script farming I think could actually work. In fact, it would ideally be applied to all monsters, not just balrons.

In a nutshell, make the gold drop a sliding scale depending on how long since the creature spawned. Start at 10% and grow until it reaches 100% a few hours after spawning.

You could do the same thing with weapon xp to moderate that behavior too.
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Muolke
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Re: Balron farming solution

Post by Muolke »

A more simple solution would be to just adjust how much gold a Balron and Lurg drop. Cap the gold they drop at 2,000 gold each and that would reduce it by 30-40% easily since right now it's a random number as high as 8,000 gold for 1 Balron.
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Re: Balron farming solution

Post by Wil »

Muolke wrote:
Mon Feb 13, 2023 2:25 pm
A more simple solution would be to just adjust how much gold a Balron and Lurg drop. Cap the gold they drop at 2,000 gold each and that would reduce it by 30-40% easily since right now it's a random number as high as 8,000 gold for 1 Balron.
Simple but likely ineffective. Nerf just one thing and the next one takes its place.
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Re: Balron farming solution

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Melkor
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Re: Balron farming solution

Post by Melkor »

Wil wrote:
Mon Feb 13, 2023 2:16 pm


In a nutshell, make the gold drop a sliding scale depending on how long since the creature spawned. Start at 10% and grow until it reaches 100% a few hours after spawning.

This would punish everyone, killing monsters just about anywhere is repetitive
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Re: Balron farming solution

Post by Muolke »

Wil wrote:
Mon Feb 13, 2023 2:58 pm
Muolke wrote:
Mon Feb 13, 2023 2:25 pm
A more simple solution would be to just adjust how much gold a Balron and Lurg drop. Cap the gold they drop at 2,000 gold each and that would reduce it by 30-40% easily since right now it's a random number as high as 8,000 gold for 1 Balron.
Simple but likely ineffective. Nerf just one thing and the next one takes its place.
The objective isn’t to nerf all kinds of farming. The objective should be to have it so you can’t just pop in and out of different places and earn 2,000-8,000 gold by hitting a mob 2-3 times.

People are going to farm various places and are going to level weapons in various places. That’s a legitimate way to earn a living…as long as you’re not doing it afk of course.

Farming Balrons and making up to 500k per hour 8 hours per day by simply clicking a button kind of defies the game in a way and is harmful to the economy. Reducing that to 250-300k per hour helps tremendously.
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Re: Balron farming solution

Post by Wil »

Melkor wrote:
Mon Feb 13, 2023 3:23 pm
This would punish everyone, killing monsters just about anywhere is repetitive
There are spots on the shard that don't go 60 seconds without someone wandering through. There are spots that go weeks without a visit. Shouldn't the latter give more gold than the former?

IMO, the value of any particular spawn should fall with overuse. That would create a feedback loop that'd tend to naturally correct the farming behaviors y'all are complaining about.
Last edited by Wil on Mon Feb 13, 2023 5:29 pm, edited 1 time in total.
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Re: Balron farming solution

Post by Wil »

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Re: Balron farming solution

Post by sarmatian »

Muolke wrote:
Mon Feb 13, 2023 4:53 pm
Farming Balrons and making up to 500k per hour 8 hours per day by simply clicking a button kind of defies the game in a way and is harmful to the economy.
Farming anything (not AFK) for 8h a day that either alarming signal .. please contact your doctor ... or occupational therapy.
Muolke wrote:
Mon Feb 13, 2023 4:53 pm
Reducing that to 250-300k per hour helps tremendously.
I do not have time for this ... I log in, do walk of life around my spots recall or PWT or sparkles ... run for 20-30min and logout.
Back to work and RL.
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Re: Balron farming solution

Post by Muolke »

Some people work from home and have 2 screens so they just let it run the whole time they’re working and somewhat paying attention.
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Re: Balron farming solution

Post by Geriatric »

the problem::: script recallers to balrons

why : balrons are far more lucrative than any other type of creature 2500 -8000 gold

comparison : blood elementals are another level 5 creature, they only drop 300 gold

im a firm believer in the KISS principle
constructing coding that fluctuates the amount of gold on various mobs is a decent idea, but probably alot more difficult to implement

when the simplest solution of just dropping the amount of gold on balrons to say... 1000 - 2000 gold would have a similar effect
it makes the balrons less attractive and people go looking for another fishing hole
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Re: Balron farming solution

Post by Johnny Warren »

Raise the gold drop on blood eles, cyclops, titans, devourers, ancient wyrms, skelly drags to balron gold levels! Everybody wins. Simple, right? :lool:

There will always be a best way to farm gold, that's always going to be a problem. For ages eternal it has been balrons, now fel wrong... for thosoe old enough to remember the originial fel wrong... omg thank goodness they nerfed that or we would not be having this discussion about balrons... Fel wrong is the best farming spot these days in terms of sheer gold accumulation, just harder to code a set and forget script to farm it. We going to nerf fel wrong next? Then after that we nerf labyrinith or Sgail? Eventually all mobs have a flat gold value?

FYI One of the big gold spenders at auctions often AFKs in fel wrong for hours, not moving, sitting in the one spot, I once managed to call +K there and asked them to check the player but +K refused stating they didn't do requested checks like that. I had asked to share the spawn (A codex legal request) and received no reply. THey were AFK. But the rules weren't enforced. Any player that is strong enough can find a nice corner in fel wrong, sit there whirlwinding and claiming and make similar gold to balrons, minimal macros needed.

I have long been an advocate for reducing the efficiency of recall macroing gains. With ZeeeQi giving out his script to everyone and the attention balrons have been getting, they are really not that efficient anymore. Can anyone recall the last time they got ballys to themselves? So this number of 500k per hour is no longer relevant... Should we be discussing nerfing fel wrong first? That said, I see a LOT of players who I know are AFK when I level as they blatantly steal my kills, don't give a toss and then dump their lvl100 SoPs for dirt cheap prices because it's no effort to AFK them up. Policing is the big issue. And not a 2 second "What day is it?" followed by an immediate scripted response "Monday". "Sweet, just checking you're here" said to nobody, because the script is playing. I would dearly love to see more active and serious AFK checks for macro farmers... This would solve a lot of the lengthy hours spent macroing, vaguely paying attention to the screen. Make certain activities, such as recall farming have only a 15s response time to the check, instead of the generous minute. That would at least ensure that players are at keyboard when running macros.

I was going to start talking about the way some vets buy the reasonably priced items off other vets vendors and relist them at stupid prices scaring away new players and unbalancing the economy from the top... but it felt a bit off topic.
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Wil
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Re: Balron farming solution

Post by Wil »

Geriatric wrote:
Mon Feb 13, 2023 11:17 pm
the simplest solution of just dropping the amount of gold on balrons [...] it makes the balrons less attractive and people go looking for another fishing hole
But that's exactly what's wrong with the plan. They'll go looking for another fishing hole... and find one. Six months from now we'll all be complaining about the AFK lich farmers or whatever. Then what?

Scale the gold drops with the spawn's popularity and the system becomes self-adjusting. The optimal farming technique becomes finding the spawns that aren't being farmed by other players. Which -shock- also gets the farmers out of the way of casual players.
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Re: Balron farming solution

Post by +Colibri »

I guess it could be a fun experiment. Also, well for many people it would be unprofitable or un-interesting, but for more novice-to-medium players it would be profitable and so it would kinda balance itself out.

Another idea we had is to make monsters drop less the more you farm them. So even if you revert down to liches, after some 15 minutes of farming they would start dropping less and less, until you would find that it's better to switch to a different monster, or a different dungeon. Well, over the course of an hour or two (depending on how this is all configured) you could go back to balrons and farm them at 100% loot, but you'd have to cycle thru 4-8 places or types of monsters.
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Re: Balron farming solution

Post by Muolke »

Wil wrote:
Tue Feb 14, 2023 2:05 am

But that's exactly what's wrong with the plan. They'll go looking for another fishing hole... and find one. Six months from now we'll all be complaining about the AFK lich farmers or whatever. Then what?

Scale the gold drops with the spawn's popularity and the system becomes self-adjusting. The optimal farming technique becomes finding the spawns that aren't being farmed by other players. Which -shock- also gets the farmers out of the way of casual players.
But there’s no other mobs in the game that drop 2,000-8,000 gold after killing it with 2-3 hits and then recalling to another location over and over. That’s the point.

If there’s too many “side effects” to limiting recalling in/out of TK and the Lurg cave then just limit the gold a Balron and Lurg drops down to 1,000-2,000 gold max instead of up to 8,000 gold.
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