Discovery Economy Reformation - 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: Discovery Economy Reformation (/showthread.php?tid=37396) |
Discovery Economy Reformation - n00bl3t - 04-05-2010 ' Wrote:With those 60 - 70 people? It is really easy to say that. I have tried twice now to set up mining operations. Tried and failed. Of those 60-70 people, the vast majority will be playing the characters they want to play and will not be interested in mining together, another percentage will be factionalised and playing those characters for that time, and another percentage will be trading. Of the percentage left, which will be mining, which you could rope together, maybe five, if lucky. I will be generous and say 10. However, our of those ten, half will be in other areas. So, you end up with 5. I remember many times logging on being the only one there. In conclusion, my timezone is just not conducive to mining. So, I trade. (Which leaves me earning 20 million an hour or so.) Discovery Economy Reformation - hribek - 04-05-2010 That said, if you want to make a better commodity system than the current one, Nooblet & co., make it and submit it. Discovery Economy Reformation - n00bl3t - 04-05-2010 ' Wrote:That said, if you want to make a better commodity system than the current one, Nooblet & co., make it and submit it. I could be wrong, but my suggestion can be implemented just by playing with FLHook? (That way, it can be tested without a mod release, and can be reverted if found to be damaging in any way.) Discovery Economy Reformation - Carlos_Benitez - 04-05-2010 To answer the criticisms made by those who "dont have time to slave away making money", I suggest that your approach to this server is wrong. You need barely 30 million credits to be a valuable individual on this server. Enough to get a fighter and fly alongside fellow faction members. In addition, you have the option of joining a player clan, and having everything you require given to you. If you prefer to be independent, you'll have to pay the price; and that price is fairly low anyway. The majority of players who find themselves "slaving away" are saving up to buy battleships, but here's the deal; no-one said you HAD to have one, and the server doesnt NEED you to have one. Why then, should it be made easy? The other people who "slave away" trade because that's the role they've chosen. They RP traders, and enjoy it, realising that it is a continual journey of enjoyment and NOT a means to an end. If you're part of this group, you might quickly find that the money piles up, and you find you have little to spend it on. At that point, you come to realise that money is merely a bonus, and that the activity itself is the reward. (I speak as a player who has collected over 5 billion credits in his time, and still trades for fun rather than profit). Traders on Discovery should be the latter; players who have made characters who are traders for fun, not characters of players who want money for cap-ships. Play games to have fun. If you're not having fun, address the problem. As for the economy, a huge amount of work was put in to ensure that all routes were in-RP, and that all activities would be roughly equally profitable, within reason. The playing field was levelled. This meant an end to the one or two milk runs which arose every mod, which EVERY player would use to make cash. Now, there are hundreds of options, all profitable. This means that while there are no longer a couple of hugely profitable runs, the majority of trade routes are MORE profitable, making all kinds of RP trading, mining, smuggling etc. economically viable. I dont think it can be stressed strongly enough how difficult this task must have been. When you change the price of one commodity at one base, the effect can be felt across all of Sirius. It's an organisational nightmare, and a miracle that Xoria was able to do it so well. Discovery Economy Reformation - Xoria - 04-05-2010 ' Wrote:As for the economy, a huge amount of work was put in to ensure that all routes were in-RP, and that all activities would be roughly equally profitable, within reason. The playing field was levelled. This meant an end to the one or two milk runs which arose every mod, which EVERY player would use to make cash. Now, there are hundreds of options, all profitable.This man gets it. In fact, that's so good I think I'm going to plagiarize it for the 4.86 readme file. Discovery Economy Reformation - Blaze - 04-05-2010 The trade system is good but for those who get to play about 4 hours a week it is not possible to enjoy the game completely. Discovery Economy Reformation - AJBeast - 04-05-2010 ' Wrote:To answer the criticisms made by those who "dont have time to slave away making money", I suggest that your approach to this server is wrong. I need 200m to set up a Pilgrim, a Liner. Not everyones ambition is to fly fighters or capital ships for that matter. Also, I'm in an official faction and I don't get anything for free. Also, the point you seem to raise is "Join a faction! That way others can enslave themselves to get YOU what YOU need!". That still hardly solves anything. ' Wrote:The other people who "slave away" trade because that's the role they've chosen. They RP traders, and enjoy it, realising that it is a continual journey of enjoyment and NOT a means to an end. If you're part of this group, you might quickly find that the money piles up, and you find you have little to spend it on. At that point, you come to realise that money is merely a bonus, and that the activity itself is the reward. (I speak as a player who has collected over 5 billion credits in his time, and still trades for fun rather than profit). I traded on my Junker for a month or so with no real purpose or goal. Once I got fed up I had ~700m in my account. I bought a cap6, BS scanner and cheetah thruster for my Salvager. For the lulz. Problem is now that I have a clear goal I realize just how slow profiteering is. I still have some degree of fun trading ( not as much as back then now with scrap mining nerfed and diplomatic cockups restricting me to only a handful of routes). ' Wrote:As for the economy, a huge amount of work was put in to ensure that all routes were in-RP, and that all activities would be roughly equally profitable, within reason. The playing field was levelled. This meant an end to the one or two milk runs which arose every mod, which EVERY player would use to make cash. Now, there are hundreds of options, all profitable. The playing field was leveled, yes, at the expense of everyone else. Most routes are equally profitable. Too bad that that equal value is so low. PS: OLOL I fail at foruming. Gimme a min Discovery Economy Reformation - Dusty Lens - 04-05-2010 Its interesting to observe the requests for a system which accommodates instant gratification. Discovery Economy Reformation - n00bl3t - 04-05-2010 ' Wrote:Its interesting to observe the requests for a system which accommodates instant gratification. Not instant. Instant would be launching with a Rheinland BS equipped with Capital VIII Armour. A faster system. Anyway, I ignored Carlos, and I apologise for doing that, probably for the best as it is late, and I no doubt will respond at a later time. Discovery Economy Reformation - Exsiled_one - 04-05-2010 .-. i hate being last. |