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Alternative way to handle mineral depositing.

22 replies [Last post]
Sat, 05/14/2011 - 09:29
Stardrinker
Legacy Username

Remove the auto-sell option from gates but still allow manual depositing of minerals.

Implement a LCDVM (Luminescent Crystal Distributing and Vending Machine).
This vending machine will have an auto-sell option and will act as a mineral proxy.
Players can deposit their minerals into the machine and get their 5 crowns per mineral.
Players can then pay to have the minerals transferred from this machine to the gate and stratum of their choice. (1 crown ea for current stratum, 2 crowns for current + 1, 3 crowns for current + 2 etc).
Have regular mineral dumps into the left-most gate to prevent 'stagnant' minerals. (once per day, once every two days, once a week, up to you). If there are more minerals in the LCDVM than is required to finish the gate then the excess gets deposited to the next gate and so on.

This way, players who don't care about crafting gates get their crowns and don't interfere with players that do.
Players can still boost gates if they want to.
Players can still organise community gate crafting initiatives on forums/in-game because players can still deposit into gates manually.

Edit: http://forums.spiralknights.com/en/node/8005
Just realised someone already beat me to it but mine's a little bit different.

Sat, 05/14/2011 - 10:49
#1
AscendantOat
Legacy Username
Some thoughts and refinements.

This looks similar to my suggestion here, though it has some very interesting differences.

One issue I see is that regular automatic mineral dumps would mean that the minerals from people who don't care about gates would still dwarf the intentionally-deposited ones, unless I'm misunderstanding what you mean there. If the dump is less frequent than the gate launches, then it wouldn't affect all gates, but it would have a proportionately larger impact when it does dump.

I would guess the transfer cost should be higher than 1 crown, as that makes every crown I get effectively a mineral of my choice — which makes manual mineral gathering pretty pointless for the purpose of gate influence. In fact, the handful of crowns I get from minerals would give me five times the influence of the minerals I manually deposited! Such a system might work fine, and it would provide a major crown sink, but it would change the gate crafting system more than it first appears. The transfer cost would have to be tweaked to balance how effective transferring is relative to manual mineral collection.

How would this interact with boosts? The LCDVM couldn't provide less payout than manual depositing, or people would manually deposit even if they don't care about construction. It wouldn't work to give people the boosted price without actually sending the minerals to the boosted gates, as the boost wouldn't affect gate construction then.

My best suggestion at this point is to make boosts more granular, combine them with transfers, and have the LCDVM only store unboosted minerals. Rather than permanently boosting a depth for a high price or manually transferring from the LCDVM, I could put any amount of crowns down as a "bounty" for a particular depth. If there are stored minerals, it would act as a transfer and immediately pull them out of storage. If there aren't, it would stay around as a boost for future mineral deposits — whether manually deposited or automatic — until it's depleted.

How this plays out depends on how much it costs to "buy" a mineral, since that determines if supply or demand for stored minerals is higher. If the transfer/boost cost is high enough that minerals stockpile, then supply is higher and every bounty would be a transfer from the LCDVM. If there's more than enough bounties to cover the minerals coming in, then it's a more flexible boost system and the LCDVM basically becomes like my quick-sell station as it would never store minerals.

Sun, 05/15/2011 - 01:02
#2
Stardrinker
Legacy Username
One issue I see is that
    One issue I see is that regular automatic mineral dumps would mean that the minerals from people who don't care about gates would still dwarf the intentionally-deposited ones, unless I'm misunderstanding what you mean there. If the dump is less frequent than the gate launches, then it wouldn't affect all gates, but it would have a proportionately larger impact when it does dump.

Mineral dumps are necessary to stop gates from becoming stagnant. If everyone doesn't care about gate crafting then the LCDVM would have all the minerals and the gates would have none. If you're worried about about the dump overwriting peoples efforts then you could dump the minerals evenly amongst all gates so the impact is much less on any particular gate and player skewed minerals will still have their effect. The idea here is to give people a chance to craft a gate without letting people who don't care to ruin their effort. You don't want to have minerals just disappear without contributing to gate creation because that also leads to gate stagnation.

    I would guess the transfer cost should be higher than 1 crown, as that makes every crown I get effectively a mineral of my choice — which makes manual mineral gathering pretty pointless for the purpose of gate influence. In fact, the handful of crowns I get from minerals would give me five times the influence of the minerals I manually deposited! Such a system might work fine, and it would provide a major crown sink, but it would change the gate crafting system more than it first appears. The transfer cost would have to be tweaked to balance how effective transferring is relative to manual mineral collection.

I start at 1 crown because as it stands right now, everyone gets 5 crown per mineral assuming they're using auto-sell, there's no sink apart from the hardly used gate boosting system. You have to think about the net effect that the current system has on economy based on this new one and not look at the costs separately and income separately.

1 mineral = 5 crowns into the economy. With my idea, 1 mineral = 5 crowns minus the cost of transferring a mineral. Worst case is no-one transfers any minerals and the crowns added to economy is the same as it is now. Expected case is that half of minerals are paid to be transferred meaning crown output is effectively 4.5 per mineral. If you try to bump the price up then you just end up with the same problem that boosting has. Too expensive for such a small benefit.

    How would this interact with boosts? The LCDVM couldn't provide less payout than manual depositing, or people would manually deposit even if they don't care about construction. It wouldn't work to give people the boosted price without actually sending the minerals to the boosted gates, as the boost wouldn't affect gate construction then.

On the contrary, I think people will still use the easier method, just because it's easier. Those who want to take advantage of the slightly higher price on a certain mineral can still go and check all the gates if they want, there's nothing really stopping them. You could also make it so that the cost of transferring to the boosted gate is cheaper or make the next X number of boosted minerals automatically transfer into their designated gate. This makes things more complicated though, which is something we want to avoid, so the easiest thing would be to just scrap the boost mechanism (since it's causing so many 'ifs' and 'buts').

Sun, 05/15/2011 - 04:06
#3
AscendantOat
Legacy Username
Thoughts and clarifications
Mineral dumps are necessary to stop gates from becoming stagnant. If everyone doesn't care about gate crafting then the LCDVM would have all the minerals and the gates would have none.

The likelihood that a stratum will be based on its minerals is proportional to how filled it is. The extreme case where gates get no minerals would thus yield completely random gates, not stagnant ones; stagnation only occurs when strata keep getting filled the same way. We may be using different definitions for stagnant, though. I'm using it to mean repetitive with little variation.

You have to think about the net effect that the current system has on economy based on this new one and not look at the costs separately and income separately . . . Expected case is that half of minerals are paid to be transferred meaning crown output is effectively 4.5 per mineral.

Sorry; thought that's what I was doing. I don't have nearly enough information to guess the proportion of interested and uninterested people with any precision, but I doubt only half would get transferred with a 1-crown fee. If the wiki's right, each player can get at most 6 minerals per depth, and that's only for the largest-size mineral chunk; in the low-paying odd strata, I make enough each depth to buy over 100 depth-runs worth of minerals from the LCDVM, and I make over twice that per depth in the even strata — and that's crowns alone, not mats and minerals. I figure I can make enough on average to account for around 175 gate-indifferent players, and other people play much more profitably than I do. Unless the influencer/indifferent ratio is even more skewed than that, the LCDVM would stay pretty much empty and the net crown output would be needlessly high, even at 4 per mineral, since people would be willing to pay even more.

People don't use the boost system much now, but they wouldn't use it at all with gate influence that cheap, since boosting would cost exactly as much as single-handedly filling up and locking the depth. Some players have enough stockpiled to single-handedly fill a whole gate at a 1/1 conversion ratio — not that there'd be enough supply to let them do it.

That isn't necessarily bad; it's just very different and the extreme end of the crown / manual collection influence scale. Right now, except for the rare boost, all influence is by manual collection; I expect the best balance is somewhere in the middle. This could even be dynamically determined: at the end of each given time period (like, say, a week), the price would shift up if the LCDVM spent a lot of time empty or almost so, and it would shift down if it had too much surplus. The principles of supply and demand would push it towards the optimal price per mineral, which would minimize the net crown output per mineral. The cost could even fluctuate per-color; if people like blue a lot, for instance, then it gets pricier. Costs could also be for batches of 10, which would give more pricing flexibility.

The easiest thing would be to just scrap the boost mechanism

Yep. That's what I recommended too. ^_^

Sun, 05/15/2011 - 08:05
#4
Stardrinker
Legacy Username
The likelihood that a stratum
    The likelihood that a stratum will be based on its minerals is proportional to how filled it is. The extreme case where gates get no minerals would thus yield completely random gates, not stagnant ones; stagnation only occurs when strata keep getting filled the same way. We may be using different definitions for stagnant, though. I'm using it to mean repetitive with little variation.

Well if they're going to be random anyway, why complain about having the machine dumping its minerals into the gates. The only way the LCDVM would have a large effect when it dumps is when majority of players don't pay to transfer to gates or don't manually dump into gates (meaning most the minerals are unused in the LCDVM). In either case, the outcome would be either random or whatever the most popular minerals were in that period, which is mostly random.

    Sorry; thought that's what I was doing. I don't have nearly enough information to guess the proportion of interested and uninterested people with any precision, but I doubt only half would get transferred with a 1-crown fee. If the wiki's right, each player can get at most 6 minerals per depth, and that's only for the largest-size mineral chunk; in the low-paying odd strata, I make enough each depth to buy over 100 depth-runs worth of minerals from the LCDVM, and I make over twice that per depth in the even strata — and that's crowns alone, not mats and minerals. I figure I can make enough on average to account for around 175 gate-indifferent players, and other people play much more profitably than I do. Unless the influencer/indifferent ratio is even more skewed than that, the LCDVM would stay pretty much empty and the net crown output would be needlessly high, even at 4 per mineral, since people would be willing to pay even more.

It doesn't matter if the machine stays empty. In fact, if the machine stays empty because people are paying to have it transferred to gates then that's a good thing, you're making it sound like it's a bad thing. Also, you seem to think that you need to make the transfer fee cost most/more than what you get out of a normal run, why? I'll repeat; the intention of the LCDVM is to allow players a chance to have a gate crafted without non-interested players interfering. This also serves as a small crown sink because if it becomes a large crown sink, you'll just end up with the same problem as boosting, too expensive for something that's not even necessary in the game.

Net crown output needlessly high? The LCDVM actually reduces the net crown output from minerals because of a transfer fee, which compared to right now, there is isn't fee. You feel as though this LCDVM should be the main crown sink in the game. This is silly and won't work because the gain just isn't attractive enough to justify making it cost more. In-fact, increasing the cost of transfers will reduce its effectiveness as a crown sink because then people won't actually use it.

    People don't use the boost system much now, but they wouldn't use it at all with gate influence that cheap, since boosting would cost exactly as much as single-handedly filling up and locking the depth. Some players have enough stockpiled to single-handedly fill a whole gate at a 1/1 conversion ratio — not that there'd be enough supply to let them do it.

You're contradicting yourself here. No-one uses boosting because it's a large crown sink for very little. This is what's happening right now, without the LCDVM. You're saying that no-one will use the boosting system if the LCDVM was implemented because it will be cheaper than boosting. Well yeah? That's the idea. You then say that the LCDVM should cost the same as boosting, but haven't you heard? No-one uses boosting. Making LCDVM more expensive means no-one will use that either.

Sun, 05/15/2011 - 09:49
#5
Raul
Yah um *exits*

Yah um *exits*

Mon, 05/16/2011 - 02:32
#6
AscendantOat
Legacy Username
Sorry for the misunderstanding.

No need to get defensive; none of that was an attack on the idea, just observations on the consequences and suggestions on how to refine it. Sorry if it came across that way; I find text often comes across differently to different people because we don't have voice and body gesture cues to indicate the emotion of the writer. The key line was "That isn't necessarily bad; it's just very different and the extreme end of the crown / manual collection influence scale", which was supposed to indicate that the prior two paragraphs were describing a valid system that I wouldn't mind having. Read it again with that in mind, and I hope it'll come across closer to what I intended. Sorry for the misunderstanding.

The only part that was actually a disagreement is that I believe, based on how many more crowns we get than minerals, that people would be willing to pay much more than one crown per transferred mineral. If it's too high, people won't use it; if it's too low, then a lot of people want to use it more than they can because it'll spend most of its time empty. If we set the price based on actual usage, as I suggested, then it's guaranteed to cost as much as people are willing to pay. If it turns out that people really are only willing to pay one crown, then it stabilizes there.

Mon, 05/16/2011 - 05:42
#7
Stardrinker
Legacy Username
Not being defensive at all.

Not being defensive at all. Just pointing out why some of the things you want changed would be a bad idea (Like increasing transfer costs).

    If it's too high, people won't use it;

That's bad. Which is why I disagree with your notion of raising the price.
    if it's too low, then a lot of people want to use it more than they can because it'll spend most of its time empty.

That's good. Nothing wrong with people using the sink.
    If we set the price based on actual usage, as I suggested, then it's guaranteed to cost as much as people are willing to pay.

That's bad. To successfully craft a gate, you have to make sure 2 types of minerals are the dominant ones, whilst keeping its counter mineral low. Having the costs of minerals go up as more people use that particular one is directly counter-intuitive to this; it favours even distribution of minerals, not focused distribution. Gate crafting requires focused distribution. And like I said before, this will deter people from using the sink and thus will probably make it a worse crown sink then a static low price.

I really think I need to repeat that gate crafting is entirely optional. If you make it seem like it's going to require a significant investment to make any sort of difference to the outcome of a stratum then people just won't use it.

Mon, 05/16/2011 - 06:04
#8
AscendantOat
Legacy Username
I think there's still misunderstanding somewhere.

So, are you against basing it on supply and demand, or just against having it be per-mineral? I can see the issue with the latter. It may be that I'm thinking my suggestion's closer than you do: My shot-in-the-dark guess would be that the prices would stabilize somewhere around 3-5 crowns per mineral; if you were thinking I meant hundreds or thousands, then I would see why it wasn't making sense.

If that's not it, then I think where we're having trouble communicating is that I'm not seeing why minimum price is such a good idea. If lower is better, what's the advantage of having it at one crown per mineral rather than, say, one crown per ten minerals? One per hundred? Free? I figure the optimal price isn't the cheapest, but rather the highest price that allows a stable stock — that is, the price where the amount of minerals people want to pull out is about the same as the amount coming in. That ensures that the minerals get used by the people who are willing to pay market price for them, rather than just whoever managed to clean out the limited supply first. It also optimizes the system's value as a crown sink.

Mon, 05/16/2011 - 07:35
#9
Stardrinker
Legacy Username
So, are you against basing it

    So, are you against basing it on supply and demand, or just against having it be per-mineral? I can see the issue with the latter. It may be that I'm thinking my suggestion's closer than you do: My shot-in-the-dark guess would be that the prices would stabilize somewhere around 3-5 crowns per mineral; if you were thinking I meant hundreds or thousands, then I would see why it wasn't making sense.

Supply and demand shouldn't really come into this. The idea is to allow people a chance to craft gates at a nominal fee that can also serve as a small crown sink. This isn't something that needs it's own micro economy to play out, it's for a completely optional thing that most people don't even care about.

    If that's not it, then I think where we're having trouble communicating is that I'm not seeing why minimum price is such a good idea. If lower is better, what's the advantage of having it at one crown per mineral rather than, say, one crown per ten minerals? One per hundred? Free?

There is no trouble with communication, I just don't agree with you. I like to keep things simple when they don't require complexity. The idea behind the 1 crown figure was that I wanted the transfer costs to be low enough to be attractive to people who genuinely want to use it while making it high enough to be unattractive to people who just want to screw around with it for no purpose. This is all based upon the amount of crowns you get from depositing a mineral (5 crowns). I initially wanted it to cost 0 crowns to transfer (so the net amount of crowns going into the economy remains the same as it is now) but that would make it easier to abuse. I think 1 crown per mineral is a sound number; 3-5 is way too high. You have to remember that people only get 5 crowns per mineral to begin with. You don't just go and take a large chunk of that away. The price should be relative to payout amount players get from each mineral, not relative to how much a player can make in an average run. 10-20% I find to be a reasonable (1 is 20% of the mineral payout) fee which can be applied to pretty much any service out there (and really, the LCDVM is just a service to re-direct minerals). When gate crafting becomes more than a mini-game that bored players use to waste crowns on, then you can think about making it cost more.

    I figure the optimal price isn't the cheapest, but rather the highest price that allows a stable stock — that is, the price where the amount of minerals people want to pull out is about the same as the amount coming in. That ensures that the minerals get used by the people who are willing to pay market price for them, rather than just whoever managed to clean out the limited supply first. It also optimizes the system's value as a crown sink.

"To successfully craft a gate, you have to make sure 2 types of minerals are the dominant ones, whilst keeping its counter mineral low. Having the costs of minerals go up as more people use that particular one is directly counter-intuitive to this; it favours even distribution of minerals, not focused distribution. Gate crafting requires focused distribution."

You have to stop thinking about this as milking the most crowns as you can out of players. Start thinking about it as a system that makes it more attractive for people interested in crafting gates with a small service fee for re-directing peoples minerals. The crown sink is not the main part of it; the functionality of it as a gate crafting system is. Extremely low prices are bad because it's cheaper to abuse. High prices are bad because no-one will use it. Dynamic prices are bad because this causes even mineral distribution when gate crafting requires focused distribution.

You are free to have your idea of a mineral station as a dynamic crown sink for gate crafters (and you can update your thread to suggest that), but this goes against my idea of what the LCDVM is supposed to be and I have given you good reasons as to why I don't want it to be that way.

Mon, 05/16/2011 - 08:46
#10
AscendantOat
Legacy Username
Still a couple questions.
You have to stop thinking about this as milking the most crowns as you can out of players. Start thinking about it as a system that makes it more attractive for people interested in crafting gates with a small service fee for re-directing peoples minerals.

I was. The higher cost is so that the people interested in crafting gates can actually just go to the LCDVM whenever and do so. If the cost's too low, then the people with the influence will be those who camp next to the LCDVM and transfer minerals as they come in.

Still confused on a couple of points:
— Why do transfer costs take away from the crowns you receive for depositing minerals? The people who are going to pay for transfers will just deposit manually, and the people that deposit into the LCDVM won't be spending those five crowns on transfers. Nobody is going to deposit to the LCDVM and then pay to transfer the minerals they just deposited.
— Why would dynamic prices cause even mineral distribution? I see why that could happen if the price were per-color, but is there an issue if it's the same price for all colors?

Mon, 05/16/2011 - 10:12
#11
Stardrinker
Legacy Username
I was. The higher cost is so

    I was. The higher cost is so that the people interested in crafting gates can actually just go to the LCDVM whenever and do so. If the cost's too low, then the people with the influence will be those who camp next to the LCDVM and transfer minerals as they come in.

Which is fine because they are spending their crowns and spending their time camping the LCDVM, all for something trivial.

    Why do transfer costs take away from the crowns you receive for depositing minerals? The people who are going to pay for transfers will just deposit manually, and the people that deposit into the LCDVM won't be spending those five crowns on transfers. Nobody is going to deposit to the LCDVM and then pay to transfer the minerals they just deposited.

I never said it takes away crowns for depositing minerals. I said that my crown values are based upon the impact the current mineral system has on the economy. 5 crowns per mineral deposited for the majority of minerals is what's currently happening. With LCDVM, it's 5 crowns for each mineral sold minus 1 for every crown transferred. Also, the people who deposit into the LCDVM are the people who aren't interested in using the transfer service to begin with, hence the existence of the LCDVM.

    Why would dynamic prices cause even mineral distribution? I see why that could happen if the price were per-color, but is there an issue if it's the same price for all colors?

If dynamic prices were based on each colour, you get even distribution. If dynamic prices affected all colours - no matter which mineral was transferred, then we jump straight to "High prices are bad because no-one will use it."

Mon, 05/16/2011 - 10:05
#12
Stardrinker
Legacy Username
I was. The higher cost is so

Double Post

Mon, 05/16/2011 - 11:38
#13
AscendantOat
Legacy Username
I never said it takes away
I never said it takes away crowns for depositing minerals. I said that my crown values are based upon the impact the current mineral system has on the economy.

Makes sense; my misunderstanding there came from this:

You have to remember that people only get 5 crowns per mineral to begin with. You don't just go and take a large chunk of that away.

Still don't get this one, though:

If dynamic prices affected all colours - no matter which mineral was transferred, then we jump straight to "High prices are bad because no-one will use it."

The dynamic prices were by definition based on usage. If nobody is transferring minerals, the transfer prices automatically drop to compensate.

Mon, 05/16/2011 - 13:43
#14
Stardrinker
Legacy Username
Makes sense; my

    Makes sense; my misunderstanding there came from this:

    "You have to remember that people only get 5 crowns per mineral to begin with. You don't just go and take a large chunk of that away."

This sentence is about the economy, not about the individual person.

    The dynamic prices were by definition based on usage. If nobody is transferring minerals, the transfer prices automatically drop to compensate.

If you have to wait to transfer minerals because they are getting to expensive then you jump straight into: "Gate crafting requires focused distribution." If you tell people to wait then pay then wait then pay, that's no longer focused distribution, which is what you need for gate crafting. And if you want people to not wait and keep on paying increasingly higher transfer costs then we end up back at "High prices are bad because no-one will use it."

Mon, 05/16/2011 - 14:14
#15
AscendantOat
Legacy Username
Why would people be waiting to transfer minerals?

I'm still confused. My suggestion was for transfer costs to update every week, which is almost an entire gate construction period and far too long to wait if you want to affect a particular stratum. A minor tweak would be to give each new dormant gate a fixed transfer cost for its entire lifecyle, with this transfer cost calculated based on recent usage.

Mon, 05/16/2011 - 14:52
#16
Stardrinker
Legacy Username
This is the first time you've

This is the first time you've mentioned for transfer costs to update weekly and for the price increases to be gate specific, but what is that supposed to change?

Mon, 05/16/2011 - 15:17
#17
AscendantOat
Legacy Username
Transfer costs would reflect general behavior.

Ah; that was the miscommunication. The gate-specific idea was a new thought, but not core to the idea. The weekly update, though, was part of the original introduction of the idea, way back in my second post:

This could even be dynamically determined: at the end of each given time period (like, say, a week) . . .

I can see why you didn't like real-time shifting, as each transfer and each mineral deposit would immediately affect the price — and would lead to the waiting and price escalation you described.

Infrequent updates allow the prices to hit a much more stable equilibrium, as the algorithm would look at all the transfers and deposits for an arbitrarily long time period. It could get a pretty good idea of an equilibrium price with such a large dataset, and once it got close to even, it would stay steady unless a large number of players all changed their behavior. I would guess eight days worth of global data would be good, to match the gate construction cycle.

Mon, 05/16/2011 - 15:42
#18
Stardrinker
Legacy Username
Infrequent updates allow the
    Infrequent updates allow the prices to hit a much more stable equilibrium, as the algorithm would look at all the transfers and deposits for an arbitrarily long time period. It could get a pretty good idea of an equilibrium price with such a large dataset, and once it got close to even, it would stay steady unless a large number of players all changed their behavior. I would guess eight days worth of global data would be good, to match the gate construction cycle.

Sounds great. I don't think it would work towards what I have in mind for the LCDVM though, as I've already stated a few times. You seem to insist on using this idea so I recommend you use it in your mineral station thread so all your thoughts on this matter isn't wasted.

Mon, 05/16/2011 - 16:05
#19
AscendantOat
Legacy Username
I think it's pretty much all

I think it's pretty much all spelled out here; I don't really have anything to add, and the devs can use it if they like. Anyway, sorry it took us so long to figure out where the misunderstanding was; that was supposed to have been just a minor suggestion to prevent a potentially skewed supply/demand ratio.

Dynamically-distributed costs aside, how about dropping the separate manual deposit interfaces for the individual gates? As long as there's an interface that lets us transfer minerals to any stratum of any gate from a central location, why not allow direct deposits from there too? You tell it how many minerals you want to send to the stratum, and if that's more than you have the excess will come from transfers.

Mon, 05/16/2011 - 16:30
#20
Stardrinker
Legacy Username
Dynamically-distributed costs

    Dynamically-distributed costs aside, how about dropping the separate manual deposit interfaces for the individual gates? As long as there's an interface that lets us transfer minerals to any stratum of any gate from a central location, why not allow direct deposits from there too? You tell it how many minerals you want to send to the stratum, and if that's more than you have the excess will come from transfers.

Sounds fine, but you don't need to drop the manual deposit UI. Just have the gate icons on the LCDVM which are clickable and when clicked it brings up that particular gates deposit UI. Also, it's generally a bad idea to put functionality into the deposit UI that allows a player to accidentally go over into transfer fee territory, such as having 1 digit too many. Deposit UI should be for deposits, transfer UI should be for transfers and should not be mixed.

Mon, 05/16/2011 - 16:45
#21
AscendantOat
Legacy Username
That makes sense. On the

That makes sense. On the topic of UI, did you have a picture in mind already? That's the sort of thing that could be left to UI designers, but if you already have some idea it'll make the transfer station concept better-defined.

Mon, 05/16/2011 - 17:52
#22
Stardrinker
Legacy Username
No, that's up to them to

No, that's up to them to decide.

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