Hi. i’m one of the people responsible for keeping Ultima Hub going, and over the last week we have all noticed a drop in footfall income. So here is a humble request. If you want portal hubs to be able to stay in operation, quit quietly nerfing the footfall gains.
edit: example this is happening: Before, one of my roads was getting about 30,000c a day footfall. Now it’s getting 10,000 to 15,000 a day. This would be filed under “less people around” except it’s happening to all of our beacons and is a massive decrease in footfall for each person.
I think there is less exploring. No new planets and players have settled into a routine as far as where they live and where they shop. I think some groups of players are being more self sufficient and not going to shops, so they only travel to get resources. More players also have their own portals to their more traveled locations. I am not entirely surprised at some decline. But I also feel a 50% decline is much more than I would have expected.
Hah what if we’re all just getting really good at running thru the portal hubs? I remember when I first joined I used to spend a long time running around looking for what I want, browsing store names, etc. Now I just beeline to the portal.
The other option aside from less exploring is less people playing. It’s been a week since i first checked but I’m fairly confident a beacon owner is able to see how many individual footfalls are made over time. If anyone were meticulous it’d be very easy to find which the issue was be it less visitors or an actual decrease in footfall value.
Ok I was not aware you could see how many unique players crossed your beacon in a given time period. If you can then you should be able to figure it out. Like you stated
Ok that was interesting the dev never said a change had not been made. And never said it was a bug. Just said sometimes changes did not make release notes. So how did they expect that to be interpreted?
He probably doesn’t know what’s causing the change in footfall. His reply was trying to respond to the secret nerf accusations, and point out that they’re not malicious when they do occur.
So, I don’t think we can draw a conclusion there. Could be a bug, could be an intentional change that they forgot to communicate, could be a problem with the methodology (but it seems solid), could be a secret nerf (but also seems extremely unlikely)
I don’t see that there have been any changes to the footfall logic or configuration values regarding footfall, so either a bug was introduced, or its working correctly and there simply “is” less footfall being awarded due to player’s actions themselves.
Would you care to review the test methodology I posted in the related topic and verify that, by its results, footfall appears to be working as intended?
Any developer feedback on this issue would be very welcome.
I know there was an update to footfall mechanic sometime ago where you get less footfall when the beacon owner doesn’t visit the beacon as often anymore. Overtime, the footfall you get per visiting player goes down.
Since my road is in the middle of the hub, i’m constantly going over it with the owning char to help people with portals or other things. So it’s definitely not that XD
Your still making a buttload more a day than most people make in a month on footfall. Footfall is not suppose to be a persons sole income. You can’t increase the values without just as many angry players who feel like they are missing out.
The main thing is to not assume the dev’s did it. As already mentioned by others. And a dev chimed in and squared it Away on their end.
You’re wrong on this. There are people who only want to build. Why are they not allowed to make money while building nice things? We built a portal hub that has a nice appearance to it. Why do we not deserve to earn money for doing such? Why is making money only for gatherers, crafters, and hunters?