Hey, I don't have any suggestions about commodities yet, but why lower the profit ? If we make profit higher maybe players will stop being so angry about losing money and will enjoy RP more when trading then just being so worried about money they will make.
What's the worst that can happen if profit is higher ? People won't have to work so hard to buy ships which they would buy anyway ? Only instead of 2 week trading they will trade for 4 days to get to the same goal.
Maybe I'm overseeing something, if so please tell me.
EDIT : Yep Govedo13, good point actually, human psychology is a funny thing.
(02-17-2014, 02:27 AM)Papa Oomaumau Wrote: Either way - when you let go, and stop holding on so tightly, life can actually be fun - you can't steer a train, but you can RIDE it!
(01-26-2014, 06:11 PM)Narcotic Wrote: My opinion is... I mean; my suggestion is, that you speak with a dev before doing all the work/ideas for nothing.
Mine too. Sadly the devs are special breed of people not easy one to convince/work with it.
I would help with pleasure if we have any freedom to actually change something.
I have said it many times and would do it again- the devs have wrong concept about the server and they are killing it however they are too arrogant to allow outsiders to judge them / change something so you can actually forget about letting you to do actually something meaningful. It is worthless and wasted effort..
Chase way edit:
I could try to explain but it would be too long. This is short basic version without the long specific facts:
It is more psychology thing. Fixing the economy is only part of the solution. People tend to value more the things that are achieved by harder work. The game is made too easy the trade routes are too many, systems are too many. One can achieve everything in-game except PvP skill from start in two weeks. Then he got raped in pvp and leave. I tried to bring some friends from other players and always ended the same.
You can notice us- bunch of old fags and no new players.
If we had some actual costs and death consequences in-game and some activity clusters/ player groups bonuses/official factions bonuses then we could have twice the players that we have now because people have the sense of achievement.
Now such thing does not exist , the devs are bunch of bad organized carebears that do stuff that actually decrease the sever activity instead of increasing it.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
I can't say anything for sure right now because we are only getting starting to organize but we will probably begin with listing all the commodities and asigning lore buypoints and sellpoints. After that we will change one commodity at a time in the market_commodities.ini according to the new distribution.
So best case scenario for the near future is a market_commodities.ini with only one commodity changed. This way we can see what the feedback is and how well we can manage the changes. Again, this is not for sure.
This is a way too basic approach. I suggest to inform yourselves how Xoria did it. The program that he used is perfect for this because it makes logical connections between different routes that are easy to understand.
The Dev here asked legit and misleading question that shows that you really want to do something but have no idea how.The trading system in disco is really complex and time consuming to change.
Also it is based more on scientific approach that is what makes it broken, since in science the loss and obsolescence and lack of efficiency are part of the economy. In discovery there is no way not to be efficient. one simply take the best routes, there is also no tear and wear damage and there is no loss.
Xoria did a great job with the economy but it foes not fit the server and its specific needs.
In short I haven't really traded something. since 4.8 beta- around 5 years or so.
If we does it count a bit of base supply or bit of jump trading for the fun. This not normal thing considering how many costs my ships should had created during this really long period.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
I myself would like to see Ore sold and bought at production facilities. Same for Finished Product. Also we need more mining fields. Especially in Kusari. All of the Mining fields are either in Dublin or Rhineland.
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.
More mining fields means more easy ways to make money, less interaction and more spreading out of the thin server population. Those lead to less server activity in general and are really bad ideas right now. Don't take it personally but seems that you can qualify for Dev since they tend to do exactly the opposite thing instead fixing server problems.
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
primarily because this mod seems to have a hard time deciding if it wants to be Rp-focused or gameplay focused.
Granted it's not easy balancing retarded gameplay fun with the sad logical rp, but having economy mostly devised by a program that does not take into consideration logical and rp factors (such as gallia being magnet manufacturer #1) is just bad imo. It's like this thing at my school where teachers have to run all over the place for different classes because the timetable was made by a program that did not take into consideration convenience. Sure, it sort of worked out, but it was not optimal. And the disco-consensus of not improving ahem I mean
Quote: fixing something that is not broken
is just a sad attitude.
Suggestions I make are constantly denied because of either RP or gameplay reasons, but never quite both.
You know what? It's good that at least someone is making an initiative. You could contribute by helping them understand the way devs work and feasible ways to contribute instead of attacking them for their ignorance, or you could just destructively suppress all desire to improve and be all like "nope.avi".
And besides, EVEN IF devs won't pay attention or involve in this thread right now, that does not mean we cannot theorize. Perhaps eventually the thread will produce a working solution which the devs can review, and then directly Ctrl+c into the mod.