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Front three stock options toontown

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front three stock options toontown

I'm currently on one of the very lovely merit promotion levels, and need a little over 7 invasion factories to stock my promotion. So my brother and I went into DDL and did a 5 story sellbot building. The building was one that we classify as "wreck" because of the level of cogs. I took a screenshot of the initial group on the top floor. As you can see, the first 4 cogs all 4 were there when we exited the elevator were levels 11, 11, 12, They were then followed by 3 level 11's on the elevator. The floor before consisted of 4 level 9 cogs options 3 11's. The options before that was a 9, a 10, and an 11, with a level 10 on the elevator. After doing this building, we were rewarded with merits. A factory long gives you merits for significantly weaker cogs. My question for the TTR staff is, "Can you guys fix this? Unlike every other cog suit, the factory is purely a mindless exercise that is not very rewarding. Why can't a cog building give out similar numbers? I'm doing MORE work, not contributing to the "Everyone rush the new invasion district" chaos, and overall, it's just more fun than a factory IMO. I don't believe this would make getting merits "easier" so much as "more convenient. It's not something everyone can just DO. I understand that "You get more merits in the cog facility because that's what it's designed for," but I don't find it as necessary anymore. I don't know the direct Normal Merit - to - Factory Merit ratio, but I believe that it should be three static number, regardless of where you are getting your merits. If you do this, you could easily remove the floor multiplier as it would no longer be necessary. I don't know if you guys would be willing to do this, but I believe it's something that EVERYONE would benefit from. Even if the ratio isn't completely static and the factory is more viable considering the cogs in it, I believe outside cog facilities, promotion material should be easier to obtain. There is no reason that more cogs that are at least the same level as the foreman should give less than half as many merits, and it's something I think everyone would appreciate. The factory could have a multiplier where a level 5 cog in the factory is worth more than a level 5 outside of it, but for my building to reward merits where a factory that is exponentially easier is worth more, it's a little ridiculous. As an end-game player, buildings are more fun than factories because of both the challenge and the variety. The cogs in the factory on their own give merits long run. Disney added a x2 multiplier to the merits in the factory sometime in or I can't remember exactly whenbecause players complained about how terrible it was. That's why there's a big discrepancy between the factory and the building. When Sellbot Toontown was originally designed, the factory had much higher cogs and gave more merits. The VP was harder as well. When Cash came out inDisney made the factory and VP easier, as part of their new plan to make Sell the "HQ for everyone" and design the other three for higher level toons. The number of merits in the factory plummeted to because of the low level cogs, but Disney never adjusted the number of required merits. That is why it is so out of balance--the requirements are designed for a harder factory that is no longer there. They added the x2 merit multiplier stock basically put a band-aid over the issue. I'm sure the TTR developers have ideas about how they might fix this, and TTI has already implemented some changes. I like the idea of having factories with different levels of difficulty like there are in the other HQs, with varying floorplans. Disney must have realized that was a much better way to do it, because they did it in the later HQs, but never went back and fixed Sell. I started playing inright before CBHQ came out, and I never knew this! I was not expecting a little TT history lesson haha. One thing to keep in mind is that it is a bit of a trade off for gag exp as well. Factories are not going to get you near as much gag exp as in a building. Just thinking out loud. I kind of understand that, but I don't really think that was the intent. Factory always provides a 2x experience bonus which is like fighting constantly on stock third floor of a building. At the point where I'm at, it takes me 15 non invasion factories to reach all my merits. At this point, you SHOULDN'T be needing gag experience. Here's a list as an example:. Factories are abandoned already. A lot of people use boarding groups and just tp in together. The only time elevators are often considered to be used is if everyone is told to run to the elevator hardly anyone does or you are doing a solo run. This one will attract less players to do factories but if you front about it, a factory short run is more profitable front bldgs anywhere ; its just something we cant afford until we havr 10k ppl playing. It will be tough for the people who want to do factory for story tasks or who are lower laff. I see this change only benefiting high laff toons. Id like this change for infinite, not rewritten. The plague changes should go to that game, not Rewritten. People still need to do the factory three suits and tasks, so it wouldn't really be a detriment to them stock all. You shouldn't need a high laff toon to do the factory, it's not that hard, and if you DO need one, you need to train your gags. The Brrrgh, MML and DG all have tasks that require you to do a factory. Just because I can do a Bullion, doesn't mean I'll never do a Coin. A factory is viable for nearly every cog suit, so people would still prefer that over a building anyways. If someone isn't interested in running with a low toon, restricting them to a factory isn't going to change that. The factory tasks are optional, IIRC, at least the one in DG. Each area has it's respective "factory" area for pretty much a reason, which is to earn the things you front to fight the boss again, and the suit, if applicable. The factory will be deserted for lower toons because sometimes it's nice to have a high toon to bring you through when you're new, because when I was a high toon in TTO I frequently took low toons because it was more enjoyable than just sounding through the whole factory, and it benefits them as well. In buildings, options cogs are basically "fed" to you, while in factories you have to walk longer distances to get to them. It's basically the same concept though, just think about it. All it is is a little more walking and a "static" amount of cogs, although randomized to an extent. I'm not concerned about the walking. Three concerned about difficulty. The other areas respective "factories" at least have some variance and difficulty. The factory is ALWAYS the same. The tasks ARE optional, but they're some of the easier ones IMO to do. There should toontown NOTHING in this game that is based around higher toons carrying low laff ones. That's just a flawed concept. Teamwork is definitely supported, encouraged, and in a lot of cases necessary, but there are no tasks that require you to be carried. Shutting down the idea of a more profitable factory because "It's nice to have a high toon bring you through" is detrimental to everyone's gameplay. If you want to help someone, you can still do that. The factory is boring and tedious, and it's stupid that something so mindless is the best and only real viable way of earning a promotion. Buildings at least vary in some ways. You never know what levels you'll get, how many cogs there will be, and in a lot of cases, if lure misses, it can be really difficult! If my lure misses in a factory, oh no, 20 damage tops. Every other cog factory equivalent is challenging to some extent, whereas the factory isn't. There should be an alternative. Low toons should seek out other low toons to do the factory. It's a completely different experience when you can't just sound through. That's an interesting way to look at it, and agreeable. But then, once they earn their suit, what's stopping them from doing buildings the whole way as well? The first few suits they could do buildings anyways, and then with your suggestion they just continue doing them. Why not just add another section probably a branch off of the "side entrance" "entrance room", although think of it as not accommodating the elevator for the thought although it would going forward in the lava room in the direction I was thinkingjust shove some high level cogs on a route that brings you back out at the West Entrance of the Warehouse. Simple solution, and if people need more merits, they can go through the tougher route to earn those which takes away having to repeat it so many times. Obviously the normal long route would still be suitable for lower toons, but once you get up to Hollywood by then you definitely have the means to take the higher route. This bands higher toons together, lower toons together, and a mix of the both for those in between cog suit levels. Here is an image concept of it. The orange portion would be another way of three, however it's either one or the other. I personally think it would be cool to see some high level cogs on the catwalks up towards that area to make the lower toons wonder more it's an amazing feelingand that would provide them the route to not forget the Oil Room. However, the button that opens the lock for that door should also trigger a lock on a gate that would be across that catwalk. Or, just route it through the lava room and the Oil room will have to be dependent on the toons to do, which they will probably do just as they do the other room by the side entrance even though it is slightly off of the "route", a little bit. Blue indicates sets of four cogs, green indicates restock areas. These cogs would be a mix of suited cogs and skelecog, ranging from level 10 to 11 all the way through, similiar to the other cog facilities. Plaster a nice "toony" WARNING sign around the door, and you're good to go. I'd love to see this and I'd gladly work on much better concept art if this is considered by the TTR team. I would fully support that! I'm just hoping for something that is more viable and entertaining in the end game, since unlike Disney, TTR isn't as concerned about people resubbing so making them do more work haha. If, for instance, a level 5 cog in the toontown gave you 10 merits normally, a level 5 outside the factory would be 7. Not a huge difference, but enough of one that having more cogs worth more together in the same area is more practical than doing a building. Use of this site constitutes acceptance of our User Agreement and Privacy Policy. By signing up, you agree to our Terms and that you have read our Privacy Policy and Toontown Policy. Log in or sign up in seconds. Submit a new link. Submit a new text post. This is an archived post. You won't be able to vote or comment. Toontown submitted 2 years ago by Torenes I'm currently on one of the very lovely merit promotion levels, and need a little over 7 invasion factories to earn my promotion. I don't recall the second floor, but the first consisted of 3 level 9 cogs. A building would not be more viable than a factory until you're in like, The Brrrgh. Here's a list as an example: For every change, there is not guaranteed benefit for everyone. I'm just hoping for something that is more viable and entertaining in the end game, since unlike Disney, TTR isn't front concerned about people resubbing so making them do more work haha My idea with lower level cog suits is that a factory IS more viable than a building. Any game can add what they want. Options glad this was posted though. Now comes the feedback from everyone's view. Posts are automatically archived after 6 months.

Toontown Rewritten - Front Three

Toontown Rewritten - Front Three

5 thoughts on “Front three stock options toontown”

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