@lucadeltodecso @james
I have a question since I realised something…
I always have some issues with not enough plots, so the market is a bit messy in places with plots owned by several alts.
The two with the most plots there are my Merchant alt and my main.
So I have a bit of a footfall trap in front of my portals which just grew like that out of necessity. Once I noticed I thought “meh, kinda handy”.
The first 2 rows right after coming out of the portals:
first row: Main
second row: Merchant
then either shop stalls or paths, the paths can be on those 2 or on my Crafter.
My question thus is:
A player visiting my market first steps onto my main’s plots, then walks further and goes over my merchant’s plots. No one can somehow manage to not do this, or they have to come walking instead of using portals.
How come my merchant’s beacon is receving more footfall coin than my main?
Fun fact: my main has almost 3k plots around New Leyden ALL on the same beacon
I can’t wrap my head around this at all! I would actually expect it to be the other way around (which it was with the old system!).
Also, please reconsider refreshing the last visit date+time stamp for a player who has visited already in the past 24 hours!
Like someone already said, if a person comes back every 23 hours they will never generate footfall after the first time. That is correct, but a more real example would be a player who comes around twice a day every day.
Surely this can not be what is actually a good thing?
I understand you want to dampen footfall for busy places, but if I just create a place where people frequently come back to I am being punished for that.
Do I have to close the market every 24hours to be able to get more footfall?
You mentioned the design didn’t match the implementation, fine, but please reconsider changing the design as well please!
Expected behaviour:
Player A visits on January 1 at 12:00, time+date is saved. Coin given.
Player A visits on January 1 at 23:00, time+date not refreshed, visited in past 24 hours, coin not given.
Player A visits on January 2 at 12:00, time+date is saved. Coin given
Player A visits on January 2 at 23:00, time+date not refreshed. Coin not given.
Player A visits on January 3 at 12:00, time+date is saved. Coin given
Player A visits on January 3 at 23:00, time+date not refreshed. Coin not given.
Player A visits on January 4 at 12:00, time+date is saved. Coin given
Player A visits on January 4 at 23:00, time+date not refreshed. Coin not given.
Player A visits on January 5 at 12:00, time+date is saved. Coin given
With your current design AND implemetation it is:
Player A visits on January 1 at 12:00, time+date is saved. Coin given.
Player A visits on January 1 at 23:00, time+date refreshed. Coin not given.
Player A visits on January 2 at 12:00, time+date refreshed. Coin not given.
Player A visits on January 2 at 23:00, time+date not refreshed. Coin not given.
Player A visits on January 3 at 12:00, time+date is saved. Coin not given.
Player A visits on January 3 at 23:00, time+date refreshed. Coin not given.
Player A visits on January 4 at 12:00, time+date refreshed. Coin not given.
Player A visits on January 4 at 23:00, time+date not refreshed. Coin not given.
Player A visits on January 5 at 12:00, time+date is saved. Coin not given.