Topic: Problems with the economy.

...Sorry for bad English...

By the current moment we see recession in the market. Goods turnover has decreased. A deflation.

It occurs because of fixes. Fixes were because of frauds with the insurance. But it seemed to developers to cut down the insurance a little. To take away the income from kernels to they it seemed good idea. Still it seemed good idea to enter expensive material for creation T4 of the equipment.

To carry out missions? The fastest and profitable mission on norhoop gives 385000 NIC for 20 minutes (without taxes). After 6 executed it is blocked and it is necessary to carry out longer and (or) more difficult. Besides it is earnings of well armed hunter on a beta with probability to lose the robot.

By the way in missions there is the hugest disbalance. I very much advise to developers to try to carry out missions. It for this purpose that you could estimate complexity, time and other factors.
For example on an alpha there is mission Neutron #2. You try to execute it, dear developers.

Missions 6 levels: Demand group from 3 + the person. Time expenses very big. It is even more probability to lose robots. We have once executed this mission - any more we do not want. Why? - Because the award doesn't correspond to complexity level.

I consider that the problem with economy can dare one simple step:
It is necessary to return the normal prices for higher-level kernels.


AND IN GENERAL I WAS BOTHERED WITH THIS LINEARITY! I DO NOT WANT TO EARN ONLY MISSIONS!
RETURN THE NORMAL PRICES FOR KERNELS!

And still there is a request. When you do fixes, do them accurately.

Everyone should understand that any balancing generates only new a disbalance.

Сайт корпорации: www.chaos-online.ru
Раздел приема в корпорацию: http://www.chaos-online.ru/foru....-perpetuum/

Re: Problems with the economy.

there is more other ways to earm NICs just fyi. also you can make different missions from time to time to avoid blocking.

however, i agreed that market and economics aren't good now. but probably players by themself can change things a litte. do you have any other ideas except kernel prices?

Have a productive day, Runner

Re: Problems with the economy.

I wrote a post few days ago:
The market is dead.

Re: Problems with the economy.

One of the things the dev's mentioned was that the insurance game skewed the market data. The infinite buy orders of kernels were there to give the economy an initial boost, but were removed once things seemed to be rolling.

Maybe that should be revisited. Initially I started to post that the days of easy NIC were over, but thinking about the how having billions of NIC just disappear off the market over night, it could need another NIC injection.

Ideally, something that would open Beta Allliance wallets to pour NIC into the economy would be better, but there really isn't anything that they need to buy from other players. Just having them sink NIC, like buying a POS, isn't going to help the general market.

I'm a big fan of the Artifact thing too, so its hard for me to say that this probably isn't helping. I'm finding things to sell, but alpha players don't have the NIC to buy T3- items, or need to if they can go get items themselves.

I started with 6M when artifact hunting came out, I'm down to 3M after buying charges and a T3 geoscanner. Nothing I have put up on the market has sold, but I also havn't bought anything off the market.

I'm not out risking Bots because I don't have the NIC to replace them, and I'm having too much fun scanning to do transport missions again.

TL;DR  - The corporations with fat wallets need to a reason to pour NIC into the market, or solo players need a reason and means to generate NIC to use on the market; with NIC either gaining in buying power ( prices being reduced to meet demand ) or becoming more availble to match pricing expecations.

Re: Problems with the economy.

The market is dead because taxes are so high, 12% reduced by skills.

Abolish taxes and miners, refiners, builders would use the market to sell to each other. With taxes they sell to corp members without using the market. Having each corp set up its own internal econpmy kills the market.

Being able to buy things at any station would also help still have to go there to pick it up.

I think all NPC buy and sell orders should be removed, except for a few things that new players need.

Re: Problems with the economy.

taxes are no problem - it may look so, but the tax reduction extension is pretty cheap and i get it to lvl5 on any agent i have.

Problem is the offer, demand and time issue.

- not much player, no demand
- corporations are self sufficient, no equip trading required, minerals for lazyness
- process to gather enough minerals for basic stuff is very long and boring
- who wants to offer equip on the market, if he needs it for his own survival, while for estimated 75% of the craftable equip you need epriton or noralgis that has to be gathered on beta island.

the reward vs. risk is to low to do so for most industrial orientated player.

ontop of that, the process to make NIC from NPCs to be able to buy something involves mostly boring transport missions....

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: Problems with the economy.

agree taxes r no problem at all, extensions don't take long to train

like annihilator i say, it's the market itself that's missing, no offer, no demand...and that's 'cause if u have 2-300 players online (@ most) u'll never have enough players to make a "player ran" market work.

The fact that only betas can provide epri and noralgis is a "plus" , yes is possible to go there and "sneak mine" some, but the risk is too high to do it on a regular basis,
so let's say about 100-150 player have regular access to beta resources, and all of them r in the same corps, which have been there (with some noticable exception) 'till day 15-20, they gather the resources and use them for their corp's usage...

last, for a market like this there r way to many modules/object/bots still offered/bought by npcs, and the ones not craftable (like most new mods/charges) don't help either.

basically everytime i produce something i say: y should i put it on the market, wait 5 days to sell it, being forced to go to the very station i setted the order to modify it (actually to cancel and redo), battling with the same 3-4 guys (there r i guess no more than 10 players that use the market to sell stuff, rest r corps), when i can simply sell/donate it to my own corp?less stress more fun for me and my corpmates

cya



p.s. holy whatever didn't want to write that much -.-

8 (edited by Mara Kaid 2011-03-18 20:23:36)

Re: Problems with the economy.

I think it's clearly evident someone made some choices which need to be reconsidered. People don't want transport missions, they want a working market, or viable ways of making income. Not by joining a zerg either.

while I'm doing ok on money, I think of other groups and new players.

Given recent reviews on this website from new players, it's evident there's strong support for something to be done.

The treasure hunt is good, but the market doesn't have demand.

Re: Problems with the economy.

Resources that are only on beta (priton) need to flow to alpha.

The problem is right now low population and only small amounts or no epriton resources are flowing to alpha.

If there is a demand for resources I think it would be good for people to start looking at the market and find where those demands are and start filling them.

I would like to point out that Noralgis is not a beta only resource. Yes harder to do it on alpha, but by no means is it a beta only resource.

John 3:16 - Timothy 2:23

Re: Problems with the economy.

The general Alpha dweller has no extra nic to spend. As I posted before, if I want to PVP with a Baphomet, I need to run level 3 (sans the beta trip) missions for 3 play sessions to afford to replace it. I can't even begin to replace my T-fitted Artemis with my current NIC supply.

What we are seeing is a huge divide between the NIC levels of corporations and of the individual players. Corps with Billions of dollars could afford to buy 10 million NIC items, but the average player can not. So when a module goes up on the market, it is priced at what the Corporations can afford. Sometimes sellers get lucky and the corp needs that item so it sells, but the average alpha player can't afford to pay that. One-off low priced items are scooped off the market and put back up for profit.

Either the game needs a way for the general population to get additional funds, or a very large NIC sink to reduce corp wallet levels; so their buying power drops and prices fall accordingly.

The other option, which I'm sure no one likes, is for NPC's to sell infinite items; which would kill the player industry. But than again, if it costs a player 5 million to make a Mech but the players can only afford to buy it at 2M, than there is no industry anyway.

Another angle to look at this, is that many corporations are set up as socialist economys, where everyone is given what they need for the services they provide. This doesn't support a capitalist market however, so you have this situation where the majority of the NIC base does not have any stake in the market, while the minority depend on it.

Its broken. Most other MMO's would die from a broken market, but since the majority of the players, the beta corps, don't require the market, the game will continue but the alpha corps and players won't.

Re: Problems with the economy.

I have always wondered why there can't be some nic bounty paid for npc kills. This could boost the alpha player nic spending ability.

John 3:16 - Timothy 2:23

Re: Problems with the economy.

Gremrod wrote:

Resources that are only on beta (priton) need to flow to alpha.

The problem is right now low population and only small amounts or no epriton resources are flowing to alpha.

If there is a demand for resources I think it would be good for people to start looking at the market and find where those demands are and start filling them.

I would like to point out that Noralgis is not a beta only resource. Yes harder to do it on alpha, but by no means is it a beta only resource.

Its okay to be beta only. As long as the alpha experience is okay and the miner says "Okay, i have to farm 2 hours titantium on alpha to get what i would in 1 hour on beta of eprition" ... or make it 3:1 or 4:1 ... but is must make sense. At the moment, theres no sense in mining at all since you should do transports and buy the ore ...

13 (edited by Natasya 2011-03-18 23:05:54)

Re: Problems with the economy.

Oh and btw :

@Devs : You now ignore the 3 most important economy threads that ruin the game for new players and give no feedback. You allready gave feedback about *** more often. Shouldn't the base of economy and how new players feel be the primary target for you now ?

Last week i often thought about

"Hey, youre still in the games press, you should make an article about po, so they get more attention and drive in more players". Guess what ?

After seeing how our trials "enjoyed" the game, i think i wont. There is too much crap to be balanced out before a bigger marketing makes sense.

If you worked things out, feel free to contact me for some advertising/reviews to get the game flowing like stEVE did. But you really need to work some things out first.

E.g. a miners work cant be to drive transport missions to BUY the ore, because its more effective. And one more warning : If you now plan on nerfing the transport missions. Don't.

Its not the transport missions that need nerfs. Its the other assignments that need love.

From T1 to T2 mining assignments theres no change (other than some crappy nic). We want to achieve something. We want progression. We want to mine 1 Million Imentium rather than 9999 in T2. And after we have done it, we want a reward, want to feel we did something.

We dont want to mine another 9999 which fills only 5% of our termis, run back at crappy speed to the station and repeat. We are miners. We want to ransack ore and get acknowledged for doing so.

Same goes to the other assignments / sandboxxy things. I dont have good experience on most of them, so i stick to the mining thing. But my alt also does Combat missions. Which is "drive ... drive ... drive ... drive around ... drive ... blast some NPC ... drive ... drive ... drive ..." and so on, you get it ? Its booooring!

Fearing about getting too much NIC too fast in the market or faction increasing too much ? NIC will take care of themselves since we have a player-built market. If theres recession or too much nic on the market GMs can still make artifical orders to get things set. Faction earned too fast ? Well, thats the point where you need to create new content.

And content that not everybody in general says "Dont do lvl 6, not worth it".

Artifact scanning can be nice to some players allready bored out. But you really need to concentrate on the new player experience to get new players in. They will also solve the 2nd problem you have : Veteran players. When enough new players join and do PVP with the veterans, they have something to do and stay.

Awww, im typing too much. Well, could be because i see the potential of this game and want it to be a success.

14 (edited by Alexander 2011-03-18 23:04:39)

Re: Problems with the economy.

NPC kernel buy orders should be removed and replaced the NIC source with another system. I am pretty sure the Devs are aware of this and are working on a solution so I won’t post any ideas for what could be done if there is something in the pipeline.

Then couple this with low level NPC's dropping flawed (T0) items instead of standard modules and only high level and beta island NPC's drop standard items. Make the T0 items no more damage than yellow as this will allow them to be used or recycle much cheaper than the current system then when they get a rare standard module from a mob it's not worthless. Standard module drops need to be decreased but “salvagers” should still have a job. Each flawed module that drops should have a 25% chance to be a standard module.

These two changes would stimulate the standard module market and kernel market. Increase the base length of each sell order so that the minimum time is 1 week and the maximum is 2 months. That way people will put things on the market and be able to leave them there as there is demand for items but not many people around to buy them. As demand for item increases, more players join and a new NIC sink is needed the cost of listing items could be increased further for longer durations. For now keep it to a scale where 2 months costs 8 times the price of 1 week.

Now for the fun part that bring the whole economy together. New market tools and abilities. Features like being able to modify sell and buy orders remotely rather than have to cancel and put them up again and more market data! This is probably the most important feature to fix the economy. Add a market tool that unlocks more data by training extensions in marketing. The higher the extension the more they can see from remote locations and the more data they get and the more up-to-date data. Rather than a 24 hour average they can choose a 6 hourly average to see what times modules sell best and where in the game world most modules are being sold and bought and where the highest demand and highest supply of modules are.

The Game

15 (edited by Mouse Tiger 2011-03-18 23:23:13)

Re: Problems with the economy.

Annihilator wrote:

- corporations are self sufficient, no equip trading required

Yes partly because of high taxes

A miner sells ore pays say 7% tax then a refiner pays 7% tax, total 14%
Having a corp economy saves that 14%

In Eve the sales tax starts at 1% and people still train skills to reduce it, the market in Eve works very well.

Buying remotely, changing prices remotely will also encourage people to use the market.

Re: Problems with the economy.

Alexander wrote:

Now for the fun part that bring the whole economy together. New market tools and abilities. Features like being able to modify sell and buy orders remotely rather than have to cancel and put them up again and more market data! This is probably the most important feature to fix the economy. Add a market tool that unlocks more data by training extensions in marketing. The higher the extension the more they can see from remote locations and the more data they get and the more up-to-date data. Rather than a 24 hour average they can choose a 6 hourly average to see what times modules sell best and where in the game world most modules are being sold and bought and where the highest demand and highest supply of modules are.

This ^^

John 3:16 - Timothy 2:23

Re: Problems with the economy.

Mouse Tiger wrote:
Annihilator wrote:

- corporations are self sufficient, no equip trading required

Yes partly because of high taxes

A miner sells ore pays say 7% tax then a refiner pays 7% tax, total 14%
Having a corp economy saves that 14%

Would work out if there would be enough players and minig would be okay in sense of economy.

But without demand, only the best ratio is okay....

Re: Problems with the economy.

One challenge with adding NIC sources, is the game can't distinguish between poor alpha players needing a NIC boost and an organized corporate NIC raids. That is if the bounty is too high, then it would make sense for coporations to organize groups of 10 or so players to spend a couple hours just farming bounty. If 1 player can make 1M NIC per hour on bounty, than the corp could make more like 30M per hour with 10 people since 10 can kill many times faster than 1, and you end up with the same disparity in buying power, but just at a higher value.

Re: Problems with the economy.

Arga wrote:

One challenge with adding NIC sources, is the game can't distinguish between poor alpha players needing a NIC boost and an organized corporate NIC raids. That is if the bounty is too high, then it would make sense for coporations to organize groups of 10 or so players to spend a couple hours just farming bounty. If 1 player can make 1M NIC per hour on bounty, than the corp could make more like 30M per hour with 10 people since 10 can kill many times faster than 1, and you end up with the same disparity in buying power, but just at a higher value.

Im okay with that, since more people trying to achieve things together should be rewarded. Yeah, it gives them a bonus. This bonus shouldnt be so high, that others cant compete with them.

But at the base, its fine. Problem is that alpha experience is *** up right now and alpha player will have a real struggle to get competitive.

E.g. beta corp needs 20 hours to keep the situation up and alpha needs 30 hours to be competitive to them = fine!

Problem is, alpha corp is out of the calculation since its impossible to get some things due to the economy thing...

Re: Problems with the economy.

Actually, something that could work;

If corporation had to make payments to their members, or if not mandatory, at least some provision for paying salarys. They take in NIC via tax but they don't pay it out. Seems very one sided.

The idea behind this is to get NIC moving out of corporate wallets, back into the economy. If there isn't enough NIC, then bounties would be good, but if there is enough, but its all in savings, than it doesn't help our economy.

The game could also charge an income tax per week on any NIC in the corp wallet, encouraging corps to spend it.

Re: Problems with the economy.

Arga wrote:

Actually, something that could work;

If corporation had to make payments to their members, or if not mandatory, at least some provision for paying salarys. They take in NIC via tax but they don't pay it out. Seems very one sided.

The idea behind this is to get NIC moving out of corporate wallets, back into the economy. If there isn't enough NIC, then bounties would be good, but if there is enough, but its all in savings, than it doesn't help our economy.

The game could also charge an income tax per week on any NIC in the corp wallet, encouraging corps to spend it.

Not really needed. The problems are starting at other points which would make such mechanics useless.

Let them get things like mining done right. Then the market will have a surplus (with enough players) and everything else will settle.

Still the beta players will have an advantage. Thats what territorial control is for and what drives PvP. But when non beta corps able to get the saame equipement at 110-130% cost, they will be able to compete for beta islands and the fun begins.

Okay, ive left out the thing about "speed is all in pvp" discussion, but since im not a pro on that, ill ... leave it out.

The market situation would be okay for the conflict afte´r the mentioned problems have been fixed. The EP/Skill/loght ewar thing .. not mine, somebody else can do taht smile

Re: Problems with the economy.

Natasya wrote:

E.g. beta corp needs 20 hours to keep the situation up and alpha needs 30 hours to be competitive to them = fine!

Problem is, alpha corp is out of the calculation since its impossible to get some things due to the economy thing...

Yes of course, groups working on things should get better rewards, and organized groups even more. The trick is to balance, this is why the alpha experience is bad now, if any activity was made easier, than the benefit to organized groups breaks it.

The insurance thing is what comes to mind. Generally insurance as it was worked just fine, but when an organized group makes it into a production, the NIC source becomes unbalanced.

As long as groups only make a multiple more, that's ok, its when they can make an exponetial amount more.

Something like 1-2k NIC bounty would be OK probably, it isn't much so farming rats wouldn't be worth 'going corporate' on it, but it would be a few more NIC in the assignment runner's pocket.

Breaking it would be escalating the bounty for larger bots. Just a flat 2k for an arhke or a heavy mech. No risk reward gain for beta to even bother with it.

23 (edited by Gremrod 2011-03-18 23:45:54)

Re: Problems with the economy.

One of the biggest problems right now... Boils down to many players being self efficient or corps being self efficient and don't care about selling t2 to t4 items on the market.

Throw the solo combat player in the middle of this and it is a problem for the single player or the smaller corps that live on alpha.

The market chain of supply is broken, simple as that.... The demand is there but from the sounds of it if the item was on the market it would be out of their NIC range.

John 3:16 - Timothy 2:23

Re: Problems with the economy.

Problem with the insurance thing : It works in stEVE. Why ? Because the market is so large it cant be modified by some single persons.

We dont have that atm. So some persons can modify the market and abuse the insurance.

Another thing that will figure out if the game got enough players.

The nerf done ? Only possibility to get it under control until then ...

Re: Problems with the economy.

I'm not sure cheap ore is a solution, unless it was cheap enough that the corporations would break open and buy it, but if it was that easy to get, they would already have more than they needed. And it doesn't make sense for them to buy just to build more bots to have sitting around, if they have 30 mechs per player, they're not going to build 40 just because the ore is plentiful. More likely they will just horde it waiting for POS.

Than, cheap ore is just cheap, and you have to mine even longer to make the same NIC, even though your gathering more volume.