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#51
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This idea is just one plan and it has it's pros and cons. The underlying principle of a lack of PvP Consumers ratio to Econ Producers that is what is relevant to the debate of this thread.
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Coffey
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#52
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Just to clarify, do you fleet, do econ and missions because thats what you enjoy doing or are you building a "war chest" to enable you learn to PvP?
What has stopped you attempting PvP so far? Why does the skirmish system not work for you, if you have a society surely this is a excellent arena to practice? Why is that low risk activity should reward when high risk activity does not? If there were more "carrots" obtainable from PvP do you believe it would be more popular? |
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#53
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Newbie learns to PvP. He does 5 fights a day and sinks 2 times/day (as a side note he is gong to continue sinking after his newbie period is over cuz victorious fights mean 50% of the participants sink). Let`s assume he does it in vanilla Minerva, using Armor planking, Heavy flanked armor, Lightweight halyards, Precision gun tackle, Runner`s rig and Speed gun rig. Throw in ammo and consumables and like and it comes out for about 1 mill by AH prices for his weekly spending. What is one million on AH prices? Let`s assume a fine fleeter or a good carebear does 200 k/ gaming hour. Excluding insurance offsets the fact that not everyone gets the 200k/hour rate. So it`s about 5 gaming hours a week for chores. PvPers may correct my estimates as Im just starting on PVP. The next question is how much production time does it take to build what the guy needs. To make things more simple (avoiding estimating production hours for the “small” stuff (fits, ammo, consumables) and taking into account I do not make minis) I just threw in my excel how much production hours would it take to make a 1 million worth of Hermes Packet Boats. I got 48 production days. This figure is approximate as my excel is much better at counting db than hours (it excludes hours for things I buy instead of produce and it also excludes difference from port levels as well I do hope there`s no bugs). Maybe someone can come up with better estimates. Still this does give a general idea. So to sink 2 times a day he needs to do daily chores for 45 minutes and at least 7 eco slots are needed to fulfill the pretty moderate needs of this one guy. Now take into account that he may choose a better ship or sink more often (take 4 mill weekly for ex). Add to the fact that not everyone does eco and those who do are not always fully utilizing their labor hours. We can easily come up to some 4-5 accounts necessary for serving this one guy. The next question goes like are there enough players able to support 5-6 accounts monthly to provide FLS with the necessary profit. Those able to pay just for 1-2 accounts do need some FTP or Premium to have their fun, same for pure FTP if FLS believes it can profit from them (increased demand for BSN, more players in-game, chance to pull them into CC later). Good thing for the game would be one account needed for the eco needs of a medium player instead of those estimated 5. This can be achieved by reducing production hour requirements for recipes. If this is done then we get less accounts for FLS to manage and maybe there is no such big problem if the labor nerf on FTP accounts comes live on 2.11. The question also remains if the grind time vs sink time ratio is good right now. It has to do with both db spent on recipes and time spent on hauling/production. So this is more food for thought about the current eco capacity and the reason behind multi accounting as well as how much FTP should be healthy for the game.
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"We must free ourselves of the hope that the sea will ever rest. We must learn to sail in high winds."-Aristotle Onasis "Far better is it to dare mighty things, to win glorious triumphs, even though checkered by failure... than to rank with those poor spirits who neither enjoy nor suffer much, because they live in a gray twilight that knows not victory nor defeat."-Theodore Roosevelt Richard Rainbard (NO), North Star Trading Company |
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#54
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Coffey
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#55
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Well, to a serious note I am just trying to give my contribution to the game well-being as a return for the exciting year I have had with this game and as honoring that Real World money other players have spent on sponsoring their and in this way also my gametime by selling me BSN through AH.
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"We must free ourselves of the hope that the sea will ever rest. We must learn to sail in high winds."-Aristotle Onasis "Far better is it to dare mighty things, to win glorious triumphs, even though checkered by failure... than to rank with those poor spirits who neither enjoy nor suffer much, because they live in a gray twilight that knows not victory nor defeat."-Theodore Roosevelt Richard Rainbard (NO), North Star Trading Company |
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#56
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Hi
I'm Qew Qew and I have a problem. I buy my mats as cheap as I can so I can provide ships to my friends as cheap as possible. if that means i need to have a couple of extra accounts to do it then i will. I dont care that my selling Slerks or HH for approx 300K is only approx 30K profit. I dont care that 950K HMCs are always 100K lower than AH prices. Econ has died for many reasons. AH prices are crazy. Leather selling for 100DB when cost to make is approx 30. Rum selling for 150+ when cost to make is 65. People buying materials only to relist at higher prices. Another issue is players not logging in consistently. if I am dependent on a player providing me 10 econ slots worth of iron ore each day and they dont login for 7 days then i need to find a new source to keep my line active. so what to i do? i just create an econ alt who I know will always be available to me. Flooding the purses of all the players when Orleans/High Spirits/Pit fight/havana dailies paid close to 200K a day. Lots of people got rich quick, but less people did econ so prices went higher. Raw mats are spread out across the map which will always entail sailing into the wind making a trip from CT/STJ area to PC/PR etc a 20 to 30 minute waste of time. If you aren't dual/tri/quad box hauling then why even bother doing econ? It isn't worth it to a player who has 10 hours a week to play to spend it hauling across the map at such a slow speed. It is easier to spend a couple of hours a week fleeting to make cash. So, to answer your question everyone has killed econ. FLS for the game mechanics making hauling a pain, players for over pricing raw mats or buying/relisting stuff they dont make and societies/1 man production lines (like me) for keeping business in house. but last time i looked, the game isn't just about econ. I would rather sell stuff to the PvPers cheaper to keep them in game than have people walk away cuz they cant afford to play. but in the end it is all pixels. the mats and cash I have saved have no meaning outside of Qew Qew being logged in. just my thoughts. |
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#57
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Hmm.
Quote:
2 dura a day, that's 250 hours, or ten and a bit structure lots. This noob PvPer could very nearly sustain himself in ships using only his own econ if he so chose, at least as far as structure hours are concerned. This person is cited as a high consumer. Given the number of econ players with multiple 10-lot accounts, my guess is that not enough econ is required in the game today to interest casual econ players, and without a diversity of producers the few large econ players can have a disproportionate effect on a server. F2P is certainly the most important factor, for without F2P there would be fewer multi-account econ players, and it is reasonable for FLS to try to address this (but do tell us what you are doing before you do it!). But I wonder too how many LSBs are sunk in battle these days. LSBs used to absorb huge amounts of labour. When first and second rates werre removed recipe times were doubled (back to their original values) to compensate ... but P&P then effectively halved them again with port infrastructure. Quote:
You are willing to spend your time running econ and hauling for the benefit of others. Good for you. Other people are not so altrusitic and want payment for their work. There is no right or wrong here; clearly there are not enough people in the altruistic camp for your liking. Personally I always like to be paid, unless I was getting something similar in return, such as mutual trade at cost within a society.
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Production Planner: Out of date Economic Spreadsheet for use with Excel 97-2010 and OpenOffice. Thread/description here. Download version 2.10 here. I am no longer maintaining this to the current game build. Ships Skills and Outfitting: Out of date spreadsheet for use with Excel 97-2010 - and Open Office (but it looks rubbish). Thread/description here. Download version 2.10 here. I am no longer maintaining this to the current game build. |
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#58
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I guess I'm reading this all wrong but it would appear that PvP is just too expensive. Even for those playing pirate that can scavenge and take command of free ships.
The risks associated with learning to PvP are so high that some players would like a less risky way to learn, but the risk free way to learn is not liked despite it seeming an obvious way to learn. The reason skirmish is not utilised is because its risk free and somehow therefore boring, yet if used correctly it seems a very easy way to facilitate learning. Low level PvP is damned yet it is a cheaper way to learn how to do it and the level 50 guys in their level 50 alts sailing BTS/lancer/expedition don't warrant a mention nor the level 50s in Slerks that farm new level 50s. Doing low level PvP doesn't prevent you from being clubbed, something made worse changing ship strength levels and it doesn't prevent you from facing an equally experienced player. I can assure you that rewards from low level PvP are miserly and pale into insignificance compared to fleeting or missions. It would seem we are just all accumulating doubloons for the sake of accumulating doubloons. Some are doing everything in economy because they can't wait for others to do economy for them and we baulk at paying anyone a profit despite the other players being expected to pay us a profit in return, I'd just like to point out that for example an effective leather setup ties up 6 econ slots. Buy orders have the ability to plug gaps in economy but we don't use them because we would have to pay someone a profit on their goods. As we can't depend on others to do economy we price everyone out instead. |
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#59
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You are right, waiting to learn pvp once 50 is near impossible due to the expensive costs. It dos'e not take long to burn 1mill in pvp loses & thats about all a new player has by the time they have lvled to 50, top this with a new player having to compete with vets ( lets face it most players pvping are vets) = new player gives up trying pvp. I'm not sure the risk free skirm would help learn pvp, playing under real pressure of losing is a different kettle of fish. Low lvl pvp is a good way to learn pvp & it's cheap as chips, just lvl up to 18 out fit your ship with everything, all the best you can get, & go for it, yes it pays little but you gain alot of exp. Play your cards right & you should not get clubbed by a 50 in a expedition etc, even if you get tagged you should be able to get out, just always try to tag them first with your prefered wind. Ducky.
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Daisy Duck, Rat lvl 50 CT: Antigua, retired for now ![]() Rambo ArrowHeart, Frog lvl 50 Priv: Antigua, active for now
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#60
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For me its more the time & hassle of sailing back to the area, or if I forgot to stack fittings or run out of repairs meaning I have to go sail somewhere to buy more b4 I can go try again, an just the whole mechanics of the OS I don't typically like. So in a sense that keeps me from doing as much OS pvp (and learning) as I would otherwise. I would use the skirmish system more if it were more structured , like If say every hour there was set battles that were announced to the 2 nations its created for, that people can queue up for. Sort of like the battleground systems of other mmo's I guess. You could have loss and no loss arenas etc etc. You also wouldn't really need much reward to get newer players using that constantly other than db's and some tokens to get vanity items or something. The main reason is ease of use, it would not be "player" created, the servers would do that every hour etc, so everyone KNOWS you can fight on the hour every hour and don't have to deal with buggy os, sailing around etc etc. Much easier for newer players to get experience that way. The thing is these type of ideas were shot down when the skirmish system was first brought up as people were afraid everyone would go there and there would be no OS pvp or RVR anymore. For the eco I don't know who killed it but im sort of on board with the people who would like no trading between accounts, only AH trades etc. However that opens up whole other problems and people can still get around it etc soooooo......... Other then that, I don't think there is enough profit in eco, and as others have said, theres no middle men, nobody making say hulls or rigs etc, the shipbuilders just do that themselves which I see as a problem. I almost think the shipbuilders should be sourcing EVERYTHING from other people, ie if you build a shipyard, all remaining eco slots can only be shipyards also.....although that severly restricts things and people would just make more accounts so it wouldn't really work. |
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