(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, 10:16 AM)Pancakes Wrote: @ Govedo / Generally everyone:
You have no idea how hard it is to balance the economy right.
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.
(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.)
@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.
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?
(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.)