the_dog_god wrote:
It's not stat-based, its luck. Try this - cart off some sand, return to the page, change your active pet.
If the time it takes is based off stats, you wouldn't be able to change your pet without the time taken being altered
I think we are seeing an agility pattern, though.
You can't get sand ... and then just change your pet and have your other pet return faster.
Try getting sand with one pet ... bring it all the way back.
Then get sand with a second pet with a much different agility.
I'm guessing the second pet will take much less time.
I think 85 is probably the 1 hour cut-off value.
Cilian wrote:
Why should agility be rewarded? I spent no time training. but had the points to spend on a lab map so I have high agility. I think the "we need to move x amount before #7" idea is much more valid. Especially with the weekend coming up, it keeps us busy while giving TNT more time to work on things. Makes sense to me since they're almost always late with things.
Do I think the sand will *actually* useful? Probably not.
I am *hoping* it will be, though.
Do I think anyone is really being "rewarded" by having higher agility ... well ... not really, it does make it easier to get sand ... but if TNT gives everyone plenty of time to get some sand ... then there is no problem.
My point was ... agility has never been *used* for anything before. They now seem to be using a stat that up to this point, was pointless.
Do I think that is good? Yes.
Would I think it was good if it didn't allow everyone to get enough sand that they needed? No.
If it runs over the entire weekend ... does it give people enough time to get sand? I would think so.