Rather than do a massive tl;dr post, Ill just say I'm in support of a 40-50M an hour trading system. Less time spent grinding on characters I don't like as much, and more time on my lovely VR- and [LN] characters. :ylove:
' Wrote:D. Restricting Battleships is a double-edged sword. On one side of the argument, yes, you do get rid of all the lolwuts running around like idiots. But, as Nooblet said, at the same time you lose the truly gifted RPers that could be great at it. Battleships are going to be around, and they're probably going to get flown by idiots 9/10ths of the time. You can't control that. You won't be able to control that, the only hope is that someone smites them with a sanction, or helps them to better understand the rules. Why don't you make an attempt to explain to those people the rules in private, to help them better understand them. Maybe they'll learn and become a valuable member of the community.
Good RPers would still be able to get a battleship via SRP
' Wrote:A. The trading system is garbage. Xoria may not be a bad person, but he (or she, don't know) really effed up the trading layout....
You are saying that it's just wrong . What exactly do you think is wrong?
I believe there are 2 separate main points:
a) balance between different routes - which is very good now imo
b) profit over time/effort - here everyone has different idea what the optimum should be, I frankly don't know. But with current prices i believe it's between 10 and 50 million per hour.
So if you think a) is wrong then give examples which routes should be changed.
If you think b) is wrong them propose what the max/average profit per hour should be.
Quote:B. A flexible economy IS possible. We had one on EvolvedOnes and it was as easy as an update a day and a plugin for FL hook to change the prices at every server restart. I don't know the specifics, nor to I remember who set up the system, but it works, and it IS possible.
Yes it is possible, but it does require extra processing power on the server to log what's getting traded where in what amount. As it is now server has more than enough to do trying to cope with 200 players online.
Igiss says: Martin, you give them a finger, they bite off your arm.
but /signed on the original point of this thread. i'm not the person to own alot of caps, i have a shared light cruiser and that's it, no bs's, gb's or 5k's no desire for any of them.
it still takes me half an hour every day just to get enough credits to keep my fighter autobuys functioning so i can RP.
it'd be nice to be able to carry some universal commodities like robotic components from one end of a house to another and have enough money to be able to die once or twice and get your ammo/bb's back.
ether that, or make re-arming your ship a luxury instead of a necessity.
' Wrote:You are saying that it's just wrong . What exactly do you think is wrong?
I believe there are 2 separate main points:
a) balance between different routes - which is very good now imo
b) profit over time/effort - here everyone has different idea what the optimum should be, I frankly don't know. But with current prices i believe it's between 10 and 50 million per hour.
So if you think a) is wrong then give examples which routes should be changed.
If you think b) is wrong them propose what the max/average profit per hour should be.
Yes it is possible, but it does require extra processing power on the server to log what's getting traded where in what amount. As it is now server has more than enough to do trying to cope with 200 players online.
Both, really.
The routes I mean, are the more lawful routes. I'm not a lawful trader, but still, I DO enjoy pirating those who do. If many of the lawful routes don't generate a lot of income, the pirates don't have much to do except pirate miners, who normally A. Run or, my favorite, B. Suicide. Not very fun in my book. More balance to the more lawful routes to match the smuggling routes would be nice.
As for the profit over time margin, that's just terrible. As I said, it feels like I'm gathering materials on WoW to make something, but in reality, I'm just making money. It takes me almost thirty minutes to earn 20 mil (I almost said 20 gold, that's pretty sad). It shouldn't be like that. That's before the pirates hit me, that's before paying off the police if they happen to see me cruising through their space, repairs, so on and so forth.
Maybe I'm missing the point of the post, but that's what I feel.
' Wrote:Awww, the constant loathing of the SRP system.
Took my approvals exactly how much they said it will. 4 weeks.
Not loathing, the system is currently inefficient. (Oh, and my first SRP made it through and that was ten times more controversial than my second, so feel free to level any accusation of bias, but it is about as accurate as a Jade codename and damaging as a mining laser.)
Also, the official word was six weeks. Consider yourself lucky for whatever reason. I have no idea how long ago my second request was posted, but it took a thread two months later to work out whether or not it was denied, and the result was PM'd to me by a moderator after they read the thread. (I would say I am still awaiting a reason as to why my second request was denied, but practicality dictates a semblance of realising what is a pipe dream and what is not.)
Anyway, back to the topic, BS are not pwn machines of death that need to be restricted.
The routes I mean, are the more lawful routes. I'm not a lawful trader, but still, I DO enjoy pirating those who do. If many of the lawful routes don't generate a lot of income, the pirates don't have much to do except pirate miners, who normally A. Run or, my favorite, B. Suicide. Not very fun in my book. More balance to the more lawful routes to match the smuggling routes would be nice.
a) I believe the problem with pirates "not having enough targets" in house space comes from the diversity and universal availability of the house routes actually. There are so many routes who offer about same money that trader can easily pick to avoid pirates. At the same time the traders are distributed over wide area, so it's hard for pirate to pick a spot where he's likely to catch someone.
Mining places are on the other hand rather concentrated and easy to cover for the pirate.
Smuggling routes have to offer a bit more money because of the added risk, how much that is a question.
Quote:As for the profit over time margin, that's just terrible. As I said, it feels like I'm gathering materials on WoW to make something, but in reality, I'm just making money. It takes me almost thirty minutes to earn 20 mil (I almost said 20 gold, that's pretty sad). It shouldn't be like that. That's before the pirates hit me, that's before paying off the police if they happen to see me cruising through their space, repairs, so on and so forth.
40 million per hour is what I'd extremely good reward. But then again other people have a different opinion.
Igiss says: Martin, you give them a finger, they bite off your arm.
I have one objection on the trading system concerning Xenos.
Some goods that are getting daily imported to Liberty and they "liberate from traders" cannot be sold anywhere.
Sadly we aren't talking about ore here so there's really no point in stockpiling it up and selling to zoners, that would be a huge investment.
a place to unload pirated goods, to at least be able to fund the character's pvp should be great.