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Sirius Economy Revision Team - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23) +--- Thread: Sirius Economy Revision Team (/showthread.php?tid=110788) |
RE: Sirius Economy Revision Team - Pancakes - 01-27-2014 (01-27-2014, 03:56 PM)Blackstarr Wrote:Actually there's more.(01-27-2014, 09:48 AM)Govedo13 Wrote: Blackstarr you are mistaken. The mining fields numbers must actually be reduced in order to create activity hubs. Also there are ton of mining fields in Kusari Sigmas and I bet there were some more for Samura/Kishiro. Raw Hydrocarbons. RE: Sirius Economy Revision Team - Govedo13 - 01-27-2014 (01-27-2014, 10:16 AM)Pancakes Wrote: @ Govedo / Generally everyone:Oh really? It is actually quite simple thing if one use common logic and focus on the problems,especially if we can use our experience of the older working versions of the economy ( diamond-niobium anyone?). The main problem is the low server activity. Economy is just one of the main tools to fix it. Focus on that instead of what type of "insert name here" faction would move "insert name here " commodity to "insert name here" base. This must be fixed. 1: The most simple way is to create more common upkeep costs for everything in order to keep the need to trade. Bots,bats,ship repairs, ammunitions, wear and tear damage on ships etc. prices must be increased several times. 2: Second problem is that there are too many profitable trade routes, so the players can avoid game interaction. Reducing the routes ( around 20-30 would be enough) and the mining fields ( 5-6 would be enough ) would create activity hubs ( again 4,85 Dublin anyone). 3: Here is the only new thing- increasing the costs to buy commodities without affecting the overall profits would create the urge to have escorts and would create more player interaction. 4: Massdrivers trading missions can fill the gap for dynamic things together with admins manually rotating the ore sell prices over time. In general I does not give a shit if the thing that is hauled from A to B is called this or that, same story with mining. You all go too deep into not needed considerations right now ignoring the main problem. So you all focus of so little and stupid things like the names of the commodities or their RP logic and other ton of irrelevant to the main server problem crap. Care to explain why? Because from my PoV this is not only non-constructive but also kinda stupid. RE: Sirius Economy Revision Team - Highland Laddie - 01-27-2014 @Govedo - I would actually agree that all 4 of the points you brought up are good and necessary (and have been said before elsewhere). But, I would also add that it would also be good to connect the in-game economy so that it harmonizes with RP Lore as well. This helps with immersion and RP development to give the game a more authentic feel instead of just being a pvp space sim with some money grinding involved. RE: Sirius Economy Revision Team - Govedo13 - 01-27-2014 This is actually made somehow with the current system. However for me it is secondary task that should be done only if there is enough time/people up to it. RP and stuff is cool but you need first someone to interact with right? RE: Sirius Economy Revision Team - Highland Laddie - 01-27-2014 Agreed. But short of becoming devs ourselves, this seems like the next best thing we as players can do to contribute. |