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Take a Hike Autosell

41 replies [Last post]
Sat, 04/23/2011 - 05:31
Raul

I feel it's time to COMPLETELY remove autosell from the game. It has been how many weeks and the gates are still messed up because everyone just keeps hitting that autosell button and moves right along. I noticed there is now a nice tutorial but you know those can easily be ignored. I'm tired of the gates constantly being the same themes over and over.

Players need to carefully decide in which gate stratum they are going to deposit the minerals, but they don't. Autosell needs to go. As of right now I believe the most varied gate is the Ruby Rook. Autosell is the lazy man's friend and it's time it goes.

I firmly believe that if we remove it from the game we will get more varied stratum and overall gates.

Sat, 04/23/2011 - 06:01
#1
MeSako
Legacy Username
If the Auto-sell goes..

If the Auto-sell goes.. people would just shift-click the minerals and press Sell..
The only difference that makes is that the will spend about 2 seconds longer by the Mineral Deposit.

And the Auto-sell works, what happens when someone clicks Auto-sell, is that the minerals is put in the Stratum that pays the most..
So the problem lies in the boosting. If no one is boosting, all minerals end up at the topmost Stratum.
So if the boosting price was reduced, more ppl could boost and thus directing the Auto-sold minerals towards specific stratums..

Sat, 04/23/2011 - 06:14
#2
Raul
Boosting is way too many

Boosting is way too many crowns to be effective.

I didn't realize you could do another form of quick selling.

Remove that to.

The goal here is to have people actually THINK about what gates they want and at what stratum.

If you give them an easy way to sell everything at once, they won't think.

Sat, 04/23/2011 - 07:12
#3
MeSako
Legacy Username
People who care about

People who care about creating gates do put the minerals where they want them.
And as I said, lower the boosting cost so more can boost!

As of now I have only seen about four boostings.

Sat, 04/23/2011 - 07:26
#4
Raul
yes my idea is to force all

yes my idea is to force all players to care so we actually get varied gates.

Sat, 04/23/2011 - 08:38
#5
DarkestEmber
Legacy Username
I fail to see how that would

I fail to see how that would make any difference. If you want a beast gate and I want a slime gate, we're both just going to cancel each other out. Each individual person is not enough to make any kind of influence on gate creation and it's not like removing autosell is going to stop people from selling all of their minerals to the same stratum anyway, so...

Making boosting more cost effective is really the only solution that would have an impact on how gates are created.

Sat, 04/23/2011 - 18:36
#6
TriviaKnight
Legacy Username
I'm still fairly new, so I

I'm still fairly new, so I don't know which crystals code for which type of gate element. But supposing I did know X+Y=Z, I still wouldn't know why I should care. Do I WANT Jelly levels more than Wolver levels? I'm not experienced enough in the game to know which is better for me. And maybe what's good for me isn't good for everyone else.

Sat, 04/23/2011 - 19:00
#7
Shani
Legacy Username
Alternatively, if minerals

Alternatively, if minerals are tradable, [are they?] you can control flow that way; instead of offering a +1 for ALL of a mineral in that type, you could just offer somebody an extra +.1 each. Of, if you want to pay me to NOT dump certain minerals in a certain gate, I'm more than willing to listen to that too.

Sat, 04/23/2011 - 19:10
#8
Raul
Minerals sadly aren't

Minerals sadly aren't tradeable.

Just because you wouldn't dump certain minerals doesn't mean everyone shares your sense of good judgement.

My idea is to force them to do so, however yes gates can sometimes be cancelled out.

IMO it was a bad idea for them to actually tell us what made what stratum because now people can specifically cancel out what they don't like.

Sat, 04/23/2011 - 19:44
#9
Pauling's picture
Pauling
Suggestion: give all control to me

Skype... your posts (first in the thread vs the one immediately above) confuse me utterly.

You want people to specifically control gate content.... but that requires knowing what gates are made of. And at the same time, you don't want people to know what gates are made of, because then they'd try to control gate content.

This thread started out as as just another rehash of the same tired "down with autosell" posts, but I have to admit, it just took a turn for the strange. Instead of just demonizing features that make the game more playable, I think that you should focus on positive, productive changes that would improve gate creation for all. That would make this thread something new and interesting, without the risk of self-contradiction.

Sat, 04/23/2011 - 21:37
#10
Pawn's picture
Pawn
lol

@pauling, hahaha that is pretty funny

Sat, 04/23/2011 - 21:50
#11
Raul
Not so much contradiction,

Not so much contradiction, but clarification is needed.

I want people to actually think about what makes what gates, however because they have told us what the actual recipes are, it can lead to people abusing the system and "anti"ing the gates to their own personal benefit.

I dislike autosell with a passion.

However, they added more of a problem by telling people exactly what does what.

Boosting is a good idea it's just too damn much to do anything with it to be effective. I know that the GM's put alloys in every once in a while but it's not helping much.

I am still seeing too many of the same gates.

I don't have any idea on how we can fix this, unless they were to completly rehash the recipes, hide them from us, and remove all ways to "quickly" sell minerals, so that people are actually paying attention to the data and the stratums.

Anybody else have thoughts?

Sun, 04/24/2011 - 01:39
#12
MeSako
Legacy Username
Skype.. It's a game, not some

Skype.. It's a game, not some science project..

Sun, 04/24/2011 - 03:15
#13
modyobwoc
Legacy Username
Even if you removed auto-sell...

Even if you removed auto-sell and shift click to transfer all minerals at once, a lot of players are just gonna sit there and spam click on all their minerals because they don't care.

Removing the ability to sell minerals quickly and for the best price just won't make players care about what they deposit where. They need an 'in your face' incentive that says "deposit these minerals for this reason that is totally worth your while".

Either that or, as so many other people have already said, boosting needs to be more affordable so that the players that DO care can more easily manipulate the outcome of the strata. That way, the players that care get the levels they want and the players that don't care... don't have to care.

It'd be much easier to make the current system more affordable than it would be to force people to care. In fact you'd probably get more non-carers trying to "anti" gates if you attempt to force them to care because people generally don't like being told what to do.

Sun, 04/24/2011 - 03:22
#14
Shani
Legacy Username
Do we even know how the

Do we even know how the "anti" system works? About all that's stated is if a specific type is third, then it will "disrupt the recipe, changing the theme." Which means... what, specifically?

Sun, 04/24/2011 - 05:02
#15
sabriath
Legacy Username
Won't work

I know I'm a new player, but I have knowledge in MMOGs. Getting rid of the autosell will not help the situation of gate direction...and the price of boosting is way too costly, that no one practically does it. However, I do see both sides of the coin....

- 3R is giving "free crowns" based on the current system, so if you boost a specific mineral, than you have to make up the difference in those crown transfer...otherwise you would have crown inflation
- Players cannot afford hundreds of thousands of crowns required to boost by just +1

A solution, charge for an alteration in the pricing, rather than straight modifying. This will allow 3R to gain a crown sink and allow players to afford the cost.

Example, let's pretend we have a stratum that has 0/400,000 minerals and currently priced at (5,5,5,5,5). Currently it would cost 400,000 crowns to move any price by 1, and statistically speaking, the game is to create 2,000,000 crowns for the players in collection with an average being evenly weighted to 80,000 of each mineral. But in our pretend situation, we will use a boost cost of 10,000 crowns:

Player1 decides to boost Crimsonite (red), costing him 10,000 crowns
the prices would then be changed to (6,5,5,5,4)
boost Crimsonite again for 10,000 to make it (7,5,5,5,3)
boost Valestone (green) for 10,000 to make it (6,6,5,5,3)
Player1 has spent 30,000 crowns to lean the gate toward Beast instead of 800,000 crowns and still have a possibility of the anti-mineral working against them.

Pricing changes based on which one you choose as follows:
(+1,0,0,0,-1)
(-1,+1,0,0,0)
(0,-1,+1,0,0)
(0,0,-1,+1,0)
(0,0,0,-1,+1)
These values determined by a stargraph used in gate design, best maps to anti-minerals.

Other players may join in and effect the pricing, and each time, more crowns are taken out of the game and avert inflation.

Another idea is to increase the price of the change for EACH change that is made...making it exponentially costly in order to ruin the plans of other players (so first change could be 1,000...second 2,000..third 3,000, etc.), but would be more difficult to control synchronous purchases.

Sun, 04/24/2011 - 06:16
#16
Raul
Skype.. It's a game, not some

Skype.. It's a game, not some science project..

Oh, it's very much a science project, in fact the science behind it is vastly illuminating XD.

Sun, 04/24/2011 - 06:18
#17
Raul
Even if you removed auto-sell

Even if you removed auto-sell and shift click to transfer all minerals at once, a lot of players are just gonna sit there and spam click on all their minerals because they don't care.

And therein lies the problem, which is why I say MAKE them care somehow someway the MAJORITY must care or our gates will be boring and F@#$#ed.

Sun, 04/24/2011 - 06:20
#18
Raul
I know I'm a new player, but

I know I'm a new player, but I have knowledge in MMOGs. Getting rid of the autosell will not help the situation of gate direction...and the price of boosting is way too costly, that no one practically does it. However, I do see both sides of the coin....

- 3R is giving "free crowns" based on the current system, so if you boost a specific mineral, than you have to make up the difference in those crown transfer...otherwise you would have crown inflation
- Players cannot afford hundreds of thousands of crowns required to boost by just +1 A solution, charge for an alteration in the pricing, rather than straight modifying. This will allow 3R to gain a crown sink and allow players to afford the cost.

This could work..

Ah, now see you made it the science lol.

Sun, 04/24/2011 - 06:51
#19
modyobwoc
Legacy Username
must learn to use the right html tags

I think I actually bolded that part myself when I typed it out but apparently I used the wrong tags.

You seemed to be implying in your first post that removing auto-sell and the ability to shift click would make people care. At least your more recent post appears to acknowledge that this wouldn't be the case and that some other method needs to be found.

I don't think it's integral for a majority to care, nor do I think a majority ever will. But if the control of gates was made slightly easier for whoever does care, as suggested already, then that would suffice.

Sun, 04/24/2011 - 07:03
#20
Raul
Lol yes it does help to use

Lol yes it does help to use the right html tags and they are very picky!

Yes perhaps removing quick/lazy selling isn't the best of methods, but something still needs to be done about it our gates are boring and too much the same!

Sun, 04/24/2011 - 07:09
#21
sabriath
Legacy Username
Just had an idea

on top of my last idea....what if players were allowed to "buy back" the crystals that were placed into a stratum? The thought is that a stratum is allowed to go over the required amount (so a gate could be 438,000/400,000, meaning 38,000 minerals over). Players could then purchase the overage amount from the gate at the "buy back" price (which could be 1 more than the boost cost), as well as put other minerals back into it. That would allow the player to change the stratum without destroying the economy....and the player can just walk over to another gate and sell the bought minerals there (to get back _some_ of his losses, but not all, since the cost to buy-back was 1 more than boost cost at that given time).

Sun, 04/24/2011 - 07:13
#22
Raul
That could work...*hmm*

That could work...*hmm*

Sun, 04/24/2011 - 07:17
#23
Magnus
Legacy Username
Don't worry too much about

Don't worry too much about autosell.

If you take a look at the gates, they're not filling up. A lot of players are already quitting, so that's really good for gate construction.

Sun, 04/24/2011 - 07:19
#24
Raul
Hiiiii Magnus! *ahem*

Hiiiii Magnus!

*ahem* fanboism aside for a legend

If players are quitting we have a bigger problem then just the gates...

Sun, 04/24/2011 - 08:29
#25
Pauling's picture
Pauling
This thread remains bizarre.

This thread remains bizarre. Last week when I logged on, there were 12 Haven instances open. This weekend I saw 23. With that in mind, Magnus' doomsday pronouncement of declining player counts seems hard to rationalize.

In *any* new game, there will be a rush of players who try it. Many will only play once, but some will stick around. (This is sometimes referred to as the "user acquisition funnel") At the moment, we have a boom in the number of players, but unless magnus has access to secret server data, we can't make any conclusions about whether player retention is unusually low or not. The fact that gates aren't filling is probably due to the way that stratum size depends on player activity; my guess is that the scaling code is having trouble keeping up with changes in the number of players.

And Skype- you're right that something needs to be done. The difference between a rant and a really good suggestion thread is being more specific than the word "something". A good boosting system would:
- Provide a way to control gate creation
- Be easy to understand
- Be accessible to reasonably sized groups of players (the current boost costs are ludicrous)
- Not be exploitable (if I boost payouts by +5, then I or my friends should not get back more crowns than we put in. That becomes a "free money" button)

So, what ideas can you come up with?

Sun, 04/24/2011 - 08:53
#26
Pauling's picture
Pauling
When I think legend, I think

When I think legend, I think "king arthur meets easter bunny". We believe in legends, but that doesn't make them true. (I'll provisionally accept the easter bunny, but King Arthur? Sheesh!)

If you want the opinion of someone flashy, ask Magnus- a player with no inside information and a love of hyperbolic statements. But if you want to know what's actually happening, look at the facts with your own eyes.

Sun, 04/24/2011 - 09:02
#27
Raul
When I think legend, I think

When I think legend, I think "king arthur meets easter bunny". We believe in legends, but that doesn't make them true. (I'll provisionally accept the easter bunny, but King Arthur? Sheesh!)

King Arthur was real I tell you!

If you want the opinion of someone flashy, ask Magnus- a player with no inside information and a love of hyperbolic statements. But if you want to know what's actually happening, look at the facts with your own eyes.

Magnus is a legend with over 40k in CE and I believe he was also in the preview and the beta.

However, the facts as you say, when I analyze them, this is what I see;

Players are getting bored with the game with it's lack of content and updates, the current economy state is driving newbies away, a civil war has sparked between the paying and non paying players, the energy crisis is looming still, and there is still no GODDAMN Auction House.

Not to mention this problem with the gates being too much the same and boring.

How'd I do?

Sun, 04/24/2011 - 09:34
#28
Pauling's picture
Pauling
Like doomsday protesters picketing the big bang

Not well, I fear: many of the facts you cite are opinions.

(And who CARES if someone has 40k energy? Lots of us were in the beta, and lots of us amassed as much wealth, or more.)

The number of simultaneous active haven instances has gone from 7 (the week of launch) to 22 this weekend. Beyond a tiny number of disgruntled people posting endlessly about energy, what evidence do you have for the decline in the number of players?

I have absolutely no idea what "energy crisis" you're talking about. Prices are reasonable. If prices have risen, that's because the balance between free and paying players has shifted of late.

And this auction house stuff? That may be a feature you want, but it's not a game-breaking issue, and it's certainly not worth pronouncing the game as DOA over. For now, there's a trade channel and a bazaar forum. It's a start. Whenever you see extremely wealthy, active, and obsessive players whine about the game being dead, take it with a grain of salt... because they're obviously still here.

Sun, 04/24/2011 - 09:52
#29
Shinko
Legacy Username
I like Sabriath's suggestion

Sabriath had a pretty good suggestion I think, but the general suggestion to make boosting easier/more cost effective is also valid. Most new players and some experienced players aren't going to care what goes into gates. What the boosting system should do is allow the experienced players to influence the ignorant player's decision as to which gate to dump their items in. If more gates were boosted in different ways players would be more inclined to dump their minerals into the boosted slots. Experienced players who understand the gating system direct this activity by adding boosts for certain minerals. This way ignorant players can be controlled and directed while players who actually care can make the gates they want. I'm not sure how to change the boosting system to make this a reality, but I believe that this was what the devs were going for when they made the boosting system. Ignorant players who one day want to make a gate a certain type will then learn how they can take advantage of the other ignorant players and become a knowledgeable player themselves able to perpetuate the cycle.

Forcing people to do something isn't as effective as making them do it on their own. However, we can't get people to learn and memorize the gating system on their own so instead we embrace their ignorance and turn it around for our benefit. It's the most elegant way to control the system which does not rely on educating the ignorant players about something they're never going to retain. Making boosting a viable control structure is the best solution to the gate variety problem that I can see.

Sun, 04/24/2011 - 10:46
#30
Eshajori
Legacy Username
Better Solutions

Removing autosell is not the solution. I agree that players who don't care will just sell everything manually the same way. However, there is something I think could be done to "make people care". I don't think it's a great idea... It could piss people off and make them stop playing. However:

- Moderators, STOP correcting the floors for versatility.

I think if we had to go through a gate or two what was all the same theme and monsters, people would realize why the system is there and that they can effect what they get. It would suck for a short period of time, but if you want to educate people, that's probably the best way they'll learn. I wouldn't suggest it though. Not with any confidence.

What I WOULD suggest is this:

- Change it so players can only deposit minerals to the closest inactive gate or two until one is full, THEN open the next one for deposits and so on. The minerals are too spread out to matter at this point. We need to work in smaller bursts.

- Equalize the cost of donating minerals on ALL levels of the gate to +5 crowns. VERY IMPORTANT.

Making the crown rewards for crystal donations trickle down is the worst thing that is messing with these gates, mark my words. It seems small, but hear me out:

3R designed it so there's some concentration and organization to the gates. But step one would fix that, only allowing one or two gates to be voted on at a time. Lower gates having lower rewards cause players to dump their crystals in the highest paying tier. Lower level players would do it anyway, because they're newer to the game, and if they can't get to Tier 2 yet, why would they care?

MOST players are optimizers, and will do what benefits them the MOST and the FASTEST. They're going to want 5 crowns per crystal. It adds up, and they know that. The first level bracket is already flooded with autosells to the point where affecting the level type is useless. So THEY just autosell too, when they otherwise might have cared to try and build a level.

We're talking about positive changes. Having lower parts of gates give less crowns is a DETERRENT to players to make these choices, and nothing more. IT. SHOULD. BE. REMOVED. There's no reason for it. I'm willing to bet these two steps would help a great deal. Yes, it would let some of the players who don't care just autosell into the other levels. But that's GOOD. Their votes will spread out enough that players who actually CARE can make their crystals count.

Sun, 04/24/2011 - 11:14
#31
Ilikiki's picture
Ilikiki
We almost had Coral Phantom

We almost had Coral Phantom to have Undead for Stratum 3 and I kept trying to educate players on dumping purple/yellow and no blue, and when I left and came back later in the day the stratum was now Poison.

Sun, 04/24/2011 - 12:53
#32
SirNiko
Legacy Username
I would like a sticky topic

I would like a sticky topic in the forum telling me which gates / stratums I should dump my crystals, and which colors I need to dump. I understand how gates work, I understand how minerals work, but I haven't a clue what I should be aiming for.

Also, be sure to tell me which gates are dump tiers so I can get rid of my undesired crystals there.

Sun, 04/24/2011 - 13:32
#33
IneptOracle
Legacy Username
>remove autosell >I'm still

>remove autosell
>I'm still going to click every single crystal one by one and sell them all

Mon, 04/25/2011 - 10:17
#34
grimleemer
Legacy Username
Why does it matter which gate

Why does it matter which gate you sell minerals to? They're all different anyways

Mon, 04/25/2011 - 14:49
#35
Magnus
Legacy Username
I do, Pauling.It's called

I do, Pauling.

It's called 'looking at the stratum fill requirements.'

People might just not be picking up minerals anymore, since gates aren't filling up at all, but it's much more likely a lot of quitting.

Either way, less people, better game, easier to control gates. How the system is set up encourages less overall players.

Mon, 04/25/2011 - 12:08
#36
Splinter's picture
Splinter
I agree with this. I haven't

I agree with this. I haven't even bothered to look into the gate creating stuff beyond talking the mineral guy. And even though I know the consequences, I just hit auto sell anyways. Truthfully its so quick and painless and I get a bunch of crowns from it, I'd rather the quick buck than sitting there deciding where to put my minerals for a few minutes. Especially since I'm sure everyone else that doesn't have a clue is just hitting auto sell anyways so my 1 vote doesn't even matter.

Mon, 04/25/2011 - 14:04
#37
ZealousD
Legacy Username
The only way you're going to

The only way you're going to influence the gates is if you run a large guild. People will want different things and so the things they want are going to conflict with what other people want. I personally would like to have some more fire gates, but I'm sure there are people out there that want more undead gates. Usually I just end up trying to grab more red and light crystals when I'm doing my solo runs and hope for the best.

Cheaper boosting would be good solution. Removing auto-sell is not.

Besides, I've already seen the GMs throwing some alloys into the gates whenever a new gate being constructed starts looking pretty boring.

Mon, 04/25/2011 - 22:44
#38
sabriath
Legacy Username
More thoughts

Now that I have played for a few days, I have noticed 1 flaw in the system....the gates are not filling up completely. I guess 3R picked the numbers in a "guess" to how overloaded new players would get after beta was over, but in my opinion, they over-estimated. The gate that opens next has 1.5 stratum out of 6 completed and 22 hours left....I would be surprised if the gate even completes the second level by the time it opens, that is less than about 33% completion. This forces too much of a cost versus reward on boosting (1 crown per mineral on a lower depth reaches in the millions, while only effecting _maybe_ 0.001% of the direction).

Idea: The gates that are shifting out (the leftmost) should be totalled on how many minerals were sold to it (in all stratum), and a running average stored server-side. The next gate being shifted in should be derived on this value as a baseline. This would allow for faster filling and structuring, and allow the cost-reward ratio to be a lot better. For example (I do not have the stats on hand, going off memory), one of the gates contained 796728 minerals in first stratum, roughly 400,000 in the second, and the others added up are less than 100,000....we'll just say that when it opens, it'll have a total of 1.5 million minerals (we'll also use that as the moving average for the example). Using 6 stratum at 1.5 million would yield say:

Strat1 - 13% - 195,000
Strat2 - 16% - 240,000
Strat3 - 19% - 285,000
Strat4 - 22% - 330,000
Strat5 - 25% - 375,000
Strat6 - 28% - 420,000

Not only do those % increase gradually to account for the tougher levels, it also includes a 23% increase from the average as a "buffer" for influx of players...even then, the highest gate is nowhere near 1 million like it normally is. Boosting would cost considerably less (because of the reduction in max minerals allotted per stratum).

Also, it would be nice if ALL stratum were the same price for minerals, starting at (1,1,1,1,1), and reduce the boosting cost by 25% (so boosting Strat6 in the above situation with 0 minerals deposited would only cost 105,000 crowns for a +1). If a person boosts up to the 5 crowns (+4 boost) that the game would normally be seen at, that would be a cost of 420,000 -- where normally the game would have given a player 2.1m crowns for his 420k minerals anyway...the game has a crown sink for the 420k. As gates are moved left, their values can be increased by +1 on all....this funnels players into the NEXT gate coming up, while more experienced players spend their time boosting rightmost gates to mold them into the direction they'd like.

Another idea is have the ability to "amplify" (or another word similar to "boost"), which is used on an active gate. A player can spend crowns to increase the probability that a specific color will be the bigger one of the 5. For example, you have an open gate that contains (1,1,1,1,1)...which means each color has an equal chance of being a level 2 or bigger stone. A player decides that he wants to boost red on the next gate, spending nearly 250,000 crowns to get +1 on red, but now he wants people to be even more encouraged to drop red in that stratum. He pays 5,000 more crowns on a well-played gate to increase the probability to (2,1,1,1,1) -- which means red has twice the chance of the others to being a level 2 or bigger stone (and we all know that people grab for the biggest ones in any given level). Note: the cost doesn't have to change (nor does it have to be 5k) due to the exponentially less meaningfull additional probability skewing has -- a gate that is at (10,10,10,10,10) can charge the same crowns but gain only a 1.9% edge change versus a (1,1,1,1,1) with a 16.6% edge...so continuing to increase begins to effect a lot less.

Mon, 04/25/2011 - 23:37
#39
Gwenyvier's picture
Gwenyvier
There's a small problem with

There's a small problem with removing auto-sell. You have people that use the minerals to influence gates, and you have people that collect the minerals and just want to turn them into crowns. I am of group 2 by the way.

Personally, I think the reducing the boost cost is the best idea I've heard in this thread. If you want to influence the gates then make them pay more for the minerals. That aside... lets say you remove the auto-sell feature. That just means people like me are going to just drop them where ever they'll make us the most crowns. Kind of like what happens with auto-sell already.

Another idea that sounds good is making minerals tradable. I normally collect a few dozen minerals before I bother to sell them off and make only about 300-400 crowns. So I never make a lot off them... if they're tradable then you could pay more to buy them then the collectors (read: gates) and then put them wherever you want for would amount to a trivial amount of crowns lost.

Tue, 04/26/2011 - 00:54
#40
syzygy23
Legacy Username
Eff dat ess. Just put

Eff dat ess. Just put something killable in front of me and I'm happy. I don't play this game because it makes me think deeply about the consequences of my actions in relation to the community, I play to KILL THINGS and RELAX. Also, the art is pretty.

Tue, 04/26/2011 - 04:57
#41
Kaybol
Legacy Username
only a handful of people care about advanced gate creation

So many times I've come to a gate, looked at a certain stratum and thought... this stratum needs just 2000 more luminite for me to like it. Would be great if I could toss in 2k crowns to boost just 2000 minerals. But instead it's demanding that I put a million (give or take). I wonder if the boosting feature's been used at all so far. Sure, the game's just starting up so most people have other uses for their crowns, but even when we have crowns to swim in I doubt any guild would come up with 1M just to boost one mineral type in one stratum by 1 crown.

So it would be great if we could boost a limited number of minerals by depositing a limited number of crowns.

I realize this would possibly make the interface more complicated. Perhaps there could be a basic view and an advanced view. Fact is most people don't want to bother with advanced gate creation; and that is fine! Most people shouldn't need to bother. And for those who do want to bother, it should be more accessible.

P.S. Keep the auto sell.

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