Random thoughts on recent update to Limitless Miner

I really like the new multi-selection panel for item repair. It's really handy to have some other way to send items to repair, other than doing it one by one, or indiscriminately all of them.

But whoa.. that sudden rise of repair costs for xmas series. It jumped almost x10! I don't know how it was earlier, since I bought first xmas pack few days ago, but for me, "for the whole time" it oscillated around 0.3 LM or 3500 SB, and now it's 2.6 or 36k!

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When Christmas pack price changed from 500k SB to 650k SB out of the blue, it was sth like 1/3rd, so let's say it's minor pricing update, but the repair now.. What's the deal? Is it buggy now, or was the previous price a bug or a promo that ended or something else? Or are the prices dynamic and calculated basing on something (but then, what? swap prices didn't change that drastically, LP pool stats dont seem to have changed much either) I guess that's a question to @liaminit1? :)

I've also noticed "Repair" was possible in parallel with mining, and now it's blocked while mining, that's huge for the dynamics and item pool management. If mining/repairing actions are mutually exclusive, then the new "24hr repair" with just 40% off on the cost sounds .. just awful :) considering items and mining are locked 8x longer :)

But maybe it makes sense for people who plan to be /AFK for longer. Definitely not me!

Anyways, is there any change log, or any update notification we can watch? Or at least, can we get a version number somewhere on the page, so we know when to recheck everything again? :D

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@ookamisuuhaisha if you want updates join our discord server and remember the game is in testing phase and repair was never possible when active mining it been like this since day one but you can repair before starting a mining session. The repair price is being adjusted as it was too cheap beforehand which was only 10% or less of users mining sessions. The repair system is basically being updated to be dynamic to protect inflation and the game economics. cant expect a stable economic without sinks and if i left it how it was, it would cause inflation and this has been the plan from day one. you also need to understand that if it was too cheap and the duration was too short there wouldnt be any strategy at all. I would advise to join the server so you get more insight and remember Im only a solo dev but i always listen to users feedback. sorry this wasnt upto your standard tho but maybe next time when the game is mainly finished.

Hey man, it's cool, I was just surprised :) Thanks for response!

Discord. Okiedokie. Thanks for the tip!

Previous repair rate for xmas cards was very cheap, that's right, but I only have 'harvester' to compare to, so I couldn't really know what's the intended target rate.

Regarding repair - ok! - but I'm preeetty sure that day or two ago, it was possible to run simultanenous mining and repair. I remember one repair was near finished (but not yet), and I managed to equip items and start mining session. But I wasn't sure if it really saw what I thought I saw, because a moment later repair timer expired. Or something like that. So, when mining finished, I deliberately checked again to see if the restriction was lifted:

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These are my loose notes from that moment. I sent 4 XMAS items to repair, and then few minutes later I successully started mining (100 minutes), after it finished, I tried it again to see if it was some fluke/lag/etc - but not, again, I've send 4 more items to repair (only 2hrs passed, and so far I always set repairs to 3h), and then I've left ~1hr to pass, so it's sure all is synced up - and again I was able to start the mining.

This was done somewhere close to the moment "multiselection" was added on the repair page, but not the current one with small buttons right above the item list, but the previous version with larger buttons, higher up the page.

Considering what you said, it looks to me like at the time the UI was skipping the check (probably temporary bug with new multi-selection which was fixed later), and the backend/etc accepted the request anyways despite repair was ongoing. I'm saying what I observed just in case you wanted to double check if it's properly blocked, both on UI and the Backend/Contract/whateveryouusethere/etc.

Have a great weekend! :)

Hmm.. I recalled I still have some half-dead Harvester, and I tried putting it to work while all other items are still under repair.

And it worked. It feels wrong.. If the no-starting-a-repair-while-mining-is-active was meant to extend the "reuse cycle" and require a "truly dead time" after a mining session, then allowing it in the other direction feels like easy exploitable with even just two sets of items to swap A/B, mine with one set while second set is being repaired, and this makes the original restriction feel useless..

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