• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
« Previous 1 141 142 143 144 145 … 779 Next »
Sirius Economy Revision Team

Server Time (24h)

Players Online

Active Events - Scoreboard
Corsair Kills - 0 / 1,000
Lawful Kills - 0 / 1,000
Red Hessian Kills - 0 / 1,000
Unlawful Kills - 0 / 1,000

Latest activity

Pages (6): « Previous 1 2 3 4 5 6 Next »
Sirius Economy Revision Team
Offline Pancakes
01-27-2014, 10:16 AM,
#41
Member
Posts: 3,395
Threads: 151
Joined: Jul 2010

@ Govedo / Generally everyone:
You have no idea how hard it is to balance the economy right.

It's one of the reasons why my 40% done plugin of dynamic economy probably would never be implanted in the mod, too.


Anyway, as for devs being with their head up their behind, I have a suggestion for you - be a dev yourself. It doesn't take much, really. Just do some stuff, show it off and viola - you are a dev.

If you think their work is so easy, I suggest you go and do it yourself.


As for the OP - While I am not totally against the idea, I suggest you both take advise with a storyline dev and with Xoria (economy guy). Good luck.

[Image: p2SKLap.jpg?1]
BLOOD FOR THE BLOOD GOD
Reply  
Offline Murcielago
01-27-2014, 10:29 AM,
#42
Member
Posts: 372
Threads: 36
Joined: May 2013

(01-27-2014, 01:12 AM)Echo 7-7 Wrote: I'd like to know what sort of approach you would propose to review the game economy.

I don't know what Scumbag have in minde, but here is what I would do:

For start I would buf all commoditys (exept ore) profit for half.
Soo current profit x1.5.
But at same time I would rise staring price of commoditys for six times,
Soo lets see if you can now buy commodity for 250sc I would rise it to 1500sc.

simple math than:

now we have 250sc x 5k transport is 1.25 mills,
and profit is now lets say 3k per unit soo 15mils.

My way would be:

price for 1.5k x 5ktransport is 7.5mils
and profit 4.5k x 5ktransport is 22.5mils

What do we get this way?
1. we (traders) get more profit
2. starting price of commodity is not low so traders if they are caught have to do someting (Rp or run) or they will lose nice amount of money.

This is my suggestion for regular commoditys.

Smuggling shoud be much more profitable, well I think it have to be more profitable than mining ore.
It is simple logic, once caught as smuggler, you lose all cargo and with high possibilty that your ship is destroyed...or you lose cargo and have to pay some fine too. once caought you are on black list and police will look for you...
It you are miner well only risk is to be caught by pirate and to pay up some demand.

Lords will rule their land as they see fit, and the serfs shall merely beg.
Reply  
Offline Scumbag
01-27-2014, 11:04 AM, (This post was last modified: 01-27-2014, 11:06 AM by Scumbag.)
#43
Member
Posts: 1,010
Threads: 82
Joined: Dec 2011

Actually it's simple to buff the buy and sell price of a commodity while keeping the same profit/run. You just need to increase the initial value of a commodity in the goods.ini. The price ratios are handled by market_commodities that can stay the same. At least this is how i undersant it from the tutorials.

Also thanks for the suggestions.
Reply  
Offline LegendOfTheWolf
01-27-2014, 12:30 PM,
#44
Member
Posts: 778
Threads: 111
Joined: Sep 2009

I think this would be a interesting thing to be part of, take note of my interest please Smile

As for the 'skill' part, I trade more than anything else so I kinda know most if not all of the commodities in Disco, as well as taking a business module in college.

My opinion is outdated
Reply  
Offline Birdtalon
01-27-2014, 12:49 PM,
#45
Member
Posts: 2,053
Threads: 93
Joined: Apr 2009

May I ask why you plan to lower profitability? Powertrade already takes up enough time.

[Image: MiPYb7j.png]
  Reply  
Offline Syrus
01-27-2014, 12:53 PM, (This post was last modified: 01-27-2014, 12:56 PM by Syrus.)
#46
Member
Posts: 1,583
Threads: 86
Joined: Mar 2010

I would be happy to see the economy reworked step by step: commodity by commodity. It takes A LOT of time, yes, but if you are determined enough it will be doable.

I would start with the resources like ore metals, basic goods (food?, water?, oxygen?), consumer goods, &c. ... and then move onto the parts/products (for example Optronics), followed by the final products (Computerthingies). Work out what base uses what to produce what and go by that regarding buy and sell prices. The "credits/second"-profit can be balanced independently, if you set a buy location, outgoing from there all sellprices (for those bases that accept the freight) go up depending on (minimal) flight time and (maximal) risk.

Planets need to buy and sell more than normal stations - unless they are specialized (and sparsely populated / one-commodity-production "only") planets like Juno or Kurile. (Stuttgart has a rather high population, I'd guess they got more than just food production, but mostly food production. If at all they got some non-industrial production as well, but heh. Just an example of "smaller difficulties".)

Trade depots of course buy and sell. If the cr/sec is set right, it could be made in a way that you can both buy and sell one and the same freight and make a good profit in cr/sec in both directions for it.

Once you have an automatization for the cr/sec setting, setting the sell/buy options shouldn't be a problem!? No idea what you got in that regard though.

---

The problem currently is, that many bases don't have much connections. It might seem like they do, but actually you always get send in (small) circles after some time. I felt like it was better in the old setup. What bugs me most though, are a few things:
1st: some bases have a CRAP ton of metals, of which almost all go to the same place for actually varying prices - no point in taking x when y makes more profit.
2nd: planets mostly only selling alcohol (with decent cr/sec profit).
3rd: the things mentioned in part one of the post; bases NOT BUYING things they need (for a good cr/sec price) and NOT SELLING things they produce or SELLING things they don't produce iRP!
4th: lack of locations to buy basic goods like mining machinery at in houses; some goods should pretty much be in-house trades or SHORT RANGE TRADES - one house + its bordering indies (Basic Alloys, Mining Machinery, Consumer Goods &c.), while other goods should be LONG RANGE TRADES - inter-house trades, from one house to another house or further (Quantum Multiplexors, Optronics, Gate/Trade Lane Parts, (rare/special) metals, (Ship Hull Panels?), &c.).

[Image: 7tAtSZe.png]
Reply  
Offline Scumbag
01-27-2014, 01:25 PM,
#47
Member
Posts: 1,010
Threads: 82
Joined: Dec 2011

(01-27-2014, 12:49 PM)Birdtalon Wrote: May I ask why you plan to lower profitability? Powertrade already takes up enough time.

I gave up on that idea. It's not generaly aproved.

Thanks for suggestions Syrus, this is mostly what we are talking about too.
Reply  
Offline Syrus
01-27-2014, 01:52 PM,
#48
Member
Posts: 1,583
Threads: 86
Joined: Mar 2010

Sorry if I repeated things that had already been said in my post, but I wanted to point out that I have the same opinion and I couldn't be bothered to read half the thread when everyone goes "no u can't!!!" or "all fine!!!".

The main problem is - well, let me start this way: I love RP trading. What does that mean? I pick a base that is most fitting for the faction, ship and character I fly. For example: Planetform. I would start at Methyr-Tydfill and take Fluorine. Now I look - where does it go? Then I check - what is sold there, what can I take from there? I try to pick the most fitting freight - not always possible, but hey, a good transport pilot never flies empty. But I try to pick short routes if the freight is not too fitting. (I never take human freight though, if it's not a passenger transportation ship.) Going by that I also always think about what a base should buy or should sell. And when I end up at a planet, with only alcohol to take from it, I feel a bit stupid. As if something went horribly wrong there. - So, I don't fly a pre-planned route, but plan my route while going, two to three bases ahead. And I love to vary my routes. Not just Methyr-Tydfill -> California Minor -> ... -> MT. I like to go around. Many bases somehow don't get involved in routes that way. They are just not worth going to because they don't buy or sell anything good to take with you. Some have way too much stuff (-> rare metals) and some have just weird stuff.

[Image: 7tAtSZe.png]
Reply  
Offline lIceColon
01-27-2014, 01:56 PM,
#49
Member
Posts: 878
Threads: 89
Joined: Feb 2013

Rebalance Commodities of value to have base prices that match their worth. Pure gold can never be worth the same as synth paste, even in extreme situations period.
And the reason people deal paste instead of gold because they don't have the capital to acquire gold, yet gold is generally more profitable.
Ofc for the sake of balance, it will just be slightly more profitable, perhaps a $1000 profit difference per unit for the same amount of effort.
See thread.

No atmosphere? GTFO.
The propeller is the greatest invention of all time.
  Reply  
Offline Blackstarr
01-27-2014, 03:56 PM, (This post was last modified: 01-27-2014, 04:02 PM by Blackstarr.)
#50
Member
Posts: 715
Threads: 110
Joined: Feb 2008

(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.
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.

I meant more variety. Here we are in Kusari with 5 different fields of Helium 3 and 1 Platinum ore. nothing else at all...

(01-27-2014, 12:53 PM)Syrus ' Wrote: The problem currently is, that many bases don't have much connections. It might seem like they do, but actually you always get send in (small) circles after some time. I felt like it was better in the old setup. What bugs me most though, are a few things:
1st: some bases have a CRAP ton of metals, of which almost all go to the same place for actually varying prices - no point in taking x when y makes more profit.
2nd: planets mostly only selling alcohol (with decent cr/sec profit).
3rd: the things mentioned in part one of the post; bases NOT BUYING things they need (for a good cr/sec price) and NOT SELLING things they produce or SELLING things they don't produce iRP!
4th: lack of locations to buy basic goods like mining machinery at in houses; some goods should pretty much be in-house trades or SHORT RANGE TRADES - one house + its bordering indies (Basic Alloys, Mining Machinery, Consumer Goods &c.), while other goods should be LONG RANGE TRADES - inter-house trades, from one house to another house or further (Quantum Multiplexors, Optronics, Gate/Trade Lane Parts, (rare/special) metals, (Ship Hull Panels?), &c.).

I Concur with this

[Image: aT5VYWN.png]
[Image: 18dfqvf.png][Image: Wr8jEFH.png]
Reply  
Pages (6): « Previous 1 2 3 4 5 6 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2026 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode