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Trading in .85 - a poll - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: Trading in .85 - a poll (/showthread.php?tid=22482) |
Trading in .85 - a poll - Unseelie - 06-29-2009 On the routes themselves, I've learnt to hate long routes, for the simple reason that I rather enjoy getting myself entrenched in the local rp, which I feel is very different from system to system. On a route which passes through 3 systems, thats reasonably easy to do, to maintain the feel of an ongoing rp, even if you're absent for a third of the time. Floating through a 10 system route, on the other hand, leaves me 3 minutes every 30 to catch up on what is going on in any given system, which eventually gets me stuck in the position of just being a passer through. Since the economy has changed, I've found the rp to be had as a trader seriously deminish if I want decent profits. The worst part is that the economy, the routes....they don't feel quite right, quite real. I feel as though I'm being traffic controled, like I'm not making the choices. And that absolutely ruins it for me. Flat out? I hate the new system. The old system was screwy and twisted, but even with all of its flaws, it was fun. The new one is not. Trading in .85 - a poll - Thexare - 06-29-2009 It's a tricky thing for me to judge. In theory, I like the idea. You may note that whenever I use the words "in theory", I'm about to complain. Anymore, it's not as easy to simply run and grab enough money to fully equip a new fighter character if I get a new RP idea. Because I fly primarily fighters, the longer routes aren't any good for me. All it took to equip a brand new fighter was a quick back and forth between Cambridge and New Berlin, maybe repeating one leg if I'm getting a Mini Razor. And that was all I needed, I could get to whatever new idea I had and perhaps find another role I enjoy. The new trade system, combined with most of my ships being wiped for inactivity, has gotten rid of all my characters except my Outcasts and one Freelancer. And I don't want to bother trying to remake them or trying any new ideas because I can't get the money quickly even with a borrowed transport. So, as nice as the idea was, I simply have to agree with Unselie here. I do not like the new system in practice, even having found a few decent runs; they simply take too damn long. Trading in .85 - a poll - DeathsOverture - 07-01-2009 I like the initiative behind the new economy, as the 484 economy drove me crazy. I spent too many nights trying to find a viable trade route for the GMG faction that didn't go to Gran Canaria, and now I have a whole document full of them. The new economy takes logical trade routes and makes them profitable. Let's face it, there were too few profitable routes in 4.84. As someone who spent much time in Sigma-13 during 4.84, I think I saw indy traders for every single NPC faction running Diamonds and Niobium back and fourth. Anyway, I rate roleplay higher than profit. I believe that enhancements can be made to certain commodities, but I wouldn't increase the profit of the routes. Trading in .85 - a poll - NonSequitor - 07-01-2009 This new trade system seems logical for the most part. There are no more "sploitzy" trade runs on which to make a fast buck. Trading now has a truly realistic drudge aspect to it. Yay realism. I confess that I really hate trading. Yup, I hates it. A lot. Trading is a necessary evil - with an emphasis on the "evil". If I want a ship with all the bells and whistles, I have to hit the trade routes. If I want to maintain a ship, I often am compelled to trade. The way I see it, the economy on this mod needs an "adjustment". There's not much wrong with the routes themselves (discounting the difficulties caused by interhouse warfare). Like I said, the routes have a logic to them. The problem, simply put, is in the prices - the prices of ships and equipment. Many ships, many pieces of nifty equipment are ungodly expensive. To the point of being ludicrous. Case in point: Why is capital ship armor is so expensive? Why does (place your vessel of choice here) have a 9-digit price tag? Why is universal armor VIII worth 7 times my fighter? I have my own theories for some of these hyper inflated prices, but I not going to expand upon them here. If we are genuinely interested in practicing and developing role playing, why put players through a month of pointless, joyless trading? If we look at ourselves collectively in a mirror, we realize that most traders don't role play much at all, because most dislike trading. They're preoccupied with getting the money for their dream ship, in order to have fun role playing a pilot not chained to a corporate tug. I'm not saying make big price tag items bargain basement cheap so no one we be bothered to trade regularly anymore. But some deflation might be a good thing and even help people spend more time on role-play that they actually enjoy. Trading in .85 - a poll - Elsdragon - 07-01-2009 well Xoria WILL NOT boost profits. The only thing we can do, Is get prices lowered. WHich would have the same effect. Lets face it, A Capwhore will run his whale until the cows come home, But this hurts the ordinary RPer. Trading in .85 - a poll - Thexare - 07-01-2009 Cut the prices of fighters and fighter equipment by about 20-50% and I'll be content with the system. Bombers and up stay as they are (except for the fighter equipment they use). Caps and freighters likewise. Reducing fighter prices will make fighters more accessible to new people, possibly reducing the number of no-RP traders because you'll be able to realistically earn them purely through missions. It shouldn't reduce the number of RPing traders (you know, the kind we like having around?) significantly because most people want bombers and caps at some point, and because some people simply like trading. Trading in .85 - a poll - mwerte - 07-01-2009 My biggest issue with the new economy is that Rheinland's biggest export is Military Vehicles to Liberty. Since the system was designed to give the most profit to those who run blockades, it kinda screws the corporate trader by shoving them off into lower-profit routes. And the powertrader who's just grinding for his battleship simply moves over to a group that can move the illegal cargo across the embargo. Go corporate traders. Trading in .85 - a poll - El Nino - 07-01-2009 You don't have to trade... you can pirate;)... I like the new system a lot, really it's quite pwnsome, just get a vhf, buy a mk3 armor for it and start pirating... I think you can setup a sucessful pirate ship for less than 5 milion credits, and after say a few attempts you can get all the goodies for a fighter... Trading in .85 - a poll - Derkylos - 07-01-2009 Corporate traders? What corporate traders? Doesn't everyone just get a Zoner Whale (correctly set up or not), and go crazy? Seems to be that you go FL ID until you hit the max cargo limit, then switch to Zoner Guard (quad bribe, kill a few depots, quad bribe), then run around in the houses partaking in all kinds of illegal activities from blockade running to smuggling...and then we wonder why threads like this crop up... Jure, try and think for once? Traders are an essential part of interactions...you like pirating people that don't talk/rules lawyer?... Trading in .85 - a poll - Benjamin - 07-01-2009 Yeah, trading is necessary, and I'd like it if it improved the RP of the server, rather than was just a bunch of zoner whales wordlessly powertrading. |