First off, the idea that you can reduce anything at all ever without creating at least 10 threads is a bit of a chuckle. For a static community or otherwise.
"We're slightly altering artifact trade runs to move player populations from path A-B to boost hydrocarbon trading to give a little love to C-D"
"WTF U DESTROY CORSAIRS WTF TRADE SYSTEM I NO U DO BETTER JUST MAKE SYSTEM WHICH IS PERFECT DO NOT CHANGE"
And so on.
' Wrote:How about making the PLAYERS do the chasing?
Because experience has taught that the players cannot be trusted.
You can't trust their word, only their actions. So we watch what they do to find problems. Never what they say. Or, more often, don't.
Rather than turning it down experience has taught us to be slow in turning it up. If something is found to be overpowered and you put it back where it was intended to be in the first place (such as with the recent bug with scrap mining which has the Junker community (pause for amused winks) in an uproar) you end up with 184523890423 threads from morons screaming that the people putting silly amounts of work into these things are doing so in order to destroy the community.
Beneath Xoria's shock of wild grey hair his eyes stare out, dead and vacant, the eyes of a man who has climbed from the black crags of market inis to find his tribe of simpletons charging with spears raised.
So, yeah, chill out people. Scrap is back around 20 million an hour from NL to Inverness. You can make a bit more hauling it to Alpha. It's risk free, it's decent money. I've little patience for the reams of Q_Q being shat out by the forum right now.
If you've got something constructive to say, out with it. If not? Then think until you do.
What I am suggesting is that this innate 'greed is good' attitude by some players (enough to crowd an area) is something that can be exploited - rather than chased around Sirius until the end of time.
Because there is no way you are going to stamp it out. You are simply going to tweak the next 'best' route - and the players will move on.
That is what I mean by 'make players do the chasing'. Right now it is the devs doing the chasing, doing all the work (and as Dusty pointed out often copping wail-threads for it).
Well... imagine how it would be if the game would start keeping track of what is bought and sold all over the place... and starts adjusting the prices in a set frame...
Wouldn't that cause all those who are to lazy to change their routes to start screaming aswell?
In short... you can never please everyone.
Thus I present you this pie chart:
P.s.: Using a tracking feature would give the devs a in-depth view into how the economy is used tho
Dusty, you told it while laughing, but that's not far from reality.
The best incomes the corsairs haves now comes with Human Organs from Etna and no more the Artifacts from Crete. Is it intentional ?
' Wrote:Well... imagine how it would be if the game would start keeping track of what is bought and sold all over the place... and starts adjusting the prices in a set frame...
Wouldn't that cause all those who are to lazy to change their routes to start screaming aswell?
In short... you can never please everyone.
Thus I present you this pie chart:
P.s.: Using a tracking feature would give the devs a in-depth view into how the economy is used tho
Then you would have what is commonly known as a dynamic economy.
But its not about pleasing everyone - its about spreading around what qualifies as the 'best' route so that all parts of Sirius can get a share of the money-chasers. The current situation sees the poor developers doing the chasing. Effectively shooing them from one area to the next.
They do this because over time, one area gets too much attention and other areas may begin to suffer from lack of patronage.
If the 'best' route rotated - you would have all the novelty of a new and exciting boost to the local population. Sure it can sometimes be a headache - but generally speaking the first little while of a new influx of people generates a LOT of excitement, danger and activity (both in game and on the forums).
After a while though, things can get bogged down. Too much craziness, too much questionable RP, other areas feel neglected.
It is time to move on - the devs decide to shut down the circus.
But what if the circus packed itself up and moved on without having to be pushed?
' Wrote:I have to say something, if it counts.
Many people do not want to RP the merchant/miner. Due to the fact that they need money, they are forced to make one. their heart will never be into it, and they will never really be able to RP him. Either that, or the Boredom stuplifies them. When someone forced into a tedious task that they never wanted to do or RP as in the first place, they will react VIOLENTLY, to any increase in the amount of time required.
I completely agree with this statement. Alot of people see trading or mining as a means to an end. I like to RP and fly my ships. I have to trade or mine to support those ships and support changes in storylines. Personally I absolutely abhor trading, it is monotonous, tedious and above all boring as hell. Then you get lolpirates who go 2mil or dai and that just makes things stupider. Now a person has to trudge through trading for countless hours to fund a ship they want to fly. Not everyone has the time to in order to make money with the current system. Most people just want to play the game. So what if a field is a bit better than others? I would rather there be a few above average fields or trade routes spread over the houses then everything be dead equal with the total profit per hour equaling less than what a homeless guy with a sign asking for money on the street could make.
I am sorry, but if they dont want to roleplay trader or a miner they can freely roleplay a trader.
if they want to roleplay a battleship commander they can do that to. yeah. *nod twice*
All they need is cash. If they have no clue how to do it, they deserve to feel bad.
Noone is forcing people to trade. And noone said that the perks of discovery freelancer are for those that refuse to roleplay.
Some good points here.
Why not, instead of totally nerfing a particular field, just make many mediocre fields... that way, if people clump, they'll be attacked. If Penny is full of miners, better move to Colorado... or Dublin, etc.
To find your own spot and know the particular route.... keeps noobs honest (and learning) and keeps pirates on the move.
No lazy "I'll F1 in Kansas so I can swing on by when I see a bunch of people in the system on chat screen". (Come on, now... honestly)