Sundial wrote:Wraithbane wrote:Arga wrote:o.O
Market analysis!
Don't forget to take into account the miners with (5) accounts and millions of NIC and 1000's of U's of ore that stopped logging in because the demand was too low to sell and the risk was too high to mine.
Maybe they'll come back, but unlikely since the demand is still low.
Thats exactly the problem with some of this nonsense. The game barely has enough players to keep the economy semi functional as it is. We don't need to be driving players off, just because some of the PvP types start howling about "Risk/Reward".
Where have we seen these antics before?... ^^ Damn CareBears hide in high sec and run L4's and mine!! There is no risk for their reward!!!... Of course, the howlers could also do that if they wished to... They just want to ruin others play experience as much as possible.
Do you not agree there should be varying levels of risk/reward?
If you do not, then you do not want game balance.
I wrote my complains from a perspective that AFK/Macro miners should not rule the markets for the lowest prices. Look at the price of liquizit for instance. Give miners who are more alert and is willing to take more risk more options, and keep those macroing/AFK miners on alpha 1 where they belong. I beleive if you are actively involved in your mining you should have higher returns / better options. AFK miners should NOT be on equal ground with legitimate miners.
I started these games with UO. Almost every time I hear the word "balance" it translates to something like Rock; "Nerf paper, sissors working as intended"... ^^ Or some version there of. The ETERNAL quest for "balance" is an ever shifting illusion.
Its much like the DarkSide... Once you start down the NerfSide, forever will it dominate your destiny, consume you it will... ^^ It usually ends up with something many call the Ghostcrawler Syndrome. Thats where the Dev's spend **WAY** too much time with spread sheets and data mining, rather than on what makes a game or a class *FUN* to play. Huge amounts of Dev time and talent then gets chewed up by the literally endless nerf/buff cycle. Its especially bad in PvP games. But World of Warcraft, under the reign of error of Ghostcrawler has it even in PvE.
As I've always stated, if mining(ore or asteroid) wasn't so inherently, mind numbingly boring that most people have to do something else, while doing it, this wouldn't be a problem. For years, I've proposed making it a mini game (Like bejeweled perhaps) that would not only be entertaining, but would reward those who get more skilled at it. The idea of making it more "challenging" by having random NPC's roaming around and ganking miners, is both short sighted and lazy.
Short sighted, because a player driven economy NEEDS as many materials producers as possible. Lazy, because its a lot easier to just spawn some bots and have them roam around, rather than taking the time to design, code, test and apply a mini game approach. But the mini game approach would deal with the boring aspect as well as the AFK and botting problems. But as with most such things, its all up to what the Devs decide to do, and what they have the time/talent to create.
If you can't kill it, don't make it mad.