Can't give any balance for the cesium as it's locked to $0.
Please add the wonderful technology called a "text box".
Started by PMV [1577993] on in Bugs & Issues.
Posts archived: 10 / 10 posts (100%) · the total is Torn's reply count + the opening post at the last fetch
Counted by TornLife from the archived posts.
Can't give any balance for the cesium as it's locked to $0.
Please add the wonderful technology called a "text box".
I am seeing the correct value here? The value would be missing if there weren't enough trades made the day prior. In which case you will have to do a manual payout. We have already discussed this and won't be adding an input box there.
Thanks!
Let me get this straight, instead of going with the easiest solution to manage catering for the sell price fluctuations on what are items with the magical combination of irregular sales and high price volatility the solution is to push the problem back onto players and make them calculate and do payouts manually for 15 shares across three different OCs? Come on, nobody wearing an admin or dev hat could seriously think that is a positive user experience.
As an FYI inaccurate pricing is an issue every single time a Crane Reaction completes successfully, not just when a cesium hasn't sold the previous day.
The one best way to manage it is to show the market price as a suggestion in an input field that can be overwritten with whatever price the items sold for, not doing manual payouts and not even dicking around trying to fudge the payout % to line up with the % of the displayed market price the items actually sold for, indeed it should be that for all OCs with an item-based reward.
The easiest solution isn't necessarily the best, we could be lazy and throw in the first thing we think of, but that's not really how we work.
Remember, thousands of factions are currently using this system just fine, every day. I'm not keen on overcomplicating the UX and adding additional labour for everybody, just for this one nuance. There has to be a better solution.
An input field obviously won't work, because it has to be a dropdown menu. The structure has to remain consistent across all methods, and fit on a single line on desktop. I'm open to other ideas that don't call for a redesign of a system that is actually working well for the vast majority of players.
Not quite at 250R yet but maybe you can take a look at [OCs 2.0] Custom/uneven OC payout split
Please 🙏
Mentions: [OCs 2.0] Custom/uneven OC payout split
If the only alternate option presented is manual payments, then the UI should provide the names and frequency of those names for the 15 positions across the 3 step OC. Right now, the only viable way to do this other than manually going through OCs that finished up to two weeks ago, is some sort of developer driven API scraping.
When you do a 0% payout, you will see all 15 people being given $0 in the faction log
Edit: Additional info: it shows in the funds section, not the crimes section.
”Remember, thousands of factions are currently using this system just fine, every day. I'm not keen on overcomplicating the UX and adding additional labour for everybody, just for this one nuance. There has to be a better solution.”
Just because thousands of factions continue grinding away does not mean things are working as they should be.
The scope system is ridiculous and Manifest Cruelty isn’t worth its trouble. You are wildly out of touch with the player base. Maybe have a read through the GD OC 2.0 forum to get a better idea of the attitudes towards your system.
A simple solution isn't "lazy" if it is the best fit solution for what is otherwise an almost intractable problem and, just to be clear, predicting (or tracking) the prices that individuals may sell items for is definitely one of those problems.
Back to the solution itself, instead of being chained to the drop down box-only idea you could easily add an editable text field with the appropriate look and feel adjustments to make it look like a label, with the market price (or the actual cash amount for cash rewards) as a "suggested" default value. Players could then either leave it alone or change it as they need to, if the item option is chosen them just blank out the text field (make it non-editable if you have to) as you're not using it in the subsequent split button callback anyway.
Clean, simple, no messing around trying to fashion back-end program logic to solve a problem that is for all intents and purposes not solvable, and the same approach has been used for adjustable values in literally dozens of other views in the game.
Like... what is the problem with somethin like...:
if(value != 0)
{value = value}else
{value = palShopValue}.
Getting a zero in a item like this just because no one lost money in this shit is insane.