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Found 44 results

  1. We currently have a maximum of five contracts per player, and are all flooded with dozens and dozens of stacks of materials or goods which we'd like to sell, but don't want to waste a contract on. For example, I'd sell tobacco and sugar and live oak and gold and rum and iron and planks and oak logs and fir logs and bermuda cedar logs and bermuda cedar frame parts and carriages and cables and hemp and tar... But I only have five contracts, so I can only sell five at a time, or buy five at a time, which is very prohibitive for my ability to engage in trade. Unless I can put bids out for every material I need, or to sell every material I have, I'm really only using the market at a limited efficiency. And with the diminished active player base, this is severely impairing our ability to use the market. I propose the limit on contracts be moved to twenty-five, fifty, or even (with a Merchant perk) one hundred. Contract limits didn't prevent price fixing and gouging, and I'd even think contributed to it, since it limits how many price signals can go out into the marketplace. We need a free flow of information about who wants to sell or buy what in order to have a functional economy.
  2. Basically a thread for everything you cant buy on market. -Blueprints -Custom build to order ships -Crafting hours -Your soul Post what you have or what you want! - Make sure to post what server you are on - Remember to comment if your name in game differs from here.
  3. Good Morning In the shop (Harbor) we have, since the last Big Patch much of new goods. If theres a Capital with Lots of them .. it's easy to loose the overview.. what is in .. and what is usefull. If there is a different between Trading Goods and Raw Materials (that, what is used for building / crafting )its easyer to get that what you are searching.
  4. All right.. I'm out.. I've been sailing around for 3 hours yesterday - no PvP other than an unfortunate pickle and a noob LGV that didn't know what hit it.. Normally I'd even let it slip as the player clearly wasn't an experienced captain.. Any sort of PvP is however very few and far between atm.. So I sank the poor bastard.. Sailed around for 1.5 hours today - No PvP at all.. I've been at Bonacca, New smyrna/st. Marys, La Tortue, CS/GS traderun.. IF you find an enemy player he's protected either by HUGE AI battlefleets (several SoL - yeah that was out patrolling in the day not unrealistic at all *sarcasm*) or he's protected by HUGE forts with a completely unrealistic amount of guns and a firing rate that would have made a machinegunner proud. Crafting - regional bonuses has sent crafters out all over the map, and PvP all the way down. IF a trader is spotted, the trader has little to no help incoming as the other players are too far away, that is if he isn't protected by the huge AI fleets and towers/forts. The solution would be to remove regional bonuses and implement special regional ressouces and reintroduce shipyards. This would converge crafting around the capitols and the traders would have a lot of players neaby and PvP hunters would more often than not be engaged by intercepting fleets - like the good old days. Trading - It's too easy to make gold. Period. Traders tool and the huge profits to be made from some commodities, coupled with the extremely low playerbase, makes trading insanely profitable and with a very low risk. I've mentioned it in another post, but I've made around 80 mill since the econ system changed and I haven't even been dedicated to it. The solution? - reduce available trade commodities or reduce pricedivergence. Jutland amber for example yields a profit of around 250% from buy to sell price - and the low playernumbers ensures u can allways make atleast 4-5 mill a day.. by just making 2 trips from CS to GS. Easy. Way too easy. PvP - The low playerbase, the many different crafting regions, and the PB mechanic that effectively means there's only 9-12 PBs a week reduces PvP chances to a point where it's no longer vaguely rewarding to go out hunting.. 3 hours of my life that I never get back yesterday. 1.5 hours today. Increase the rewards from PvP'ing either by making BP's available, paints or increase the chances of getting some of the uncraftable upgrades. As it is - we're too few who makes PvP and we can't find each other. Contrary to what many traders believe - I don't like hunting traders, they are a means to an end.. Most traders ditch their cargo when they get cought, but hurt enough traders and hunters comes out to play - that's when the good PvP begins.. Yet atm there's just too far between the trader and the interceptionfleets. Solutions: Increase the amount of available OP, get rid of the regional bonuses, reduce profitability from trading, increase profitability from PvP'ing, reduce crew-hiring costs and reinstate shipyards..
  5. EDIT: Think I made this thread in the wrong forum so pls delete the inappropriate one (mods that is?) All right.. I'm out.. I've been sailing around for 3 hours yesterday - no PvP other than an unfortunate pickle and a noob LGV that didn't know what hit it.. Normally I'd even let it slip as the player clearly wasn't an experienced captain.. Any sort of PvP is however very few and far between atm.. So I sank the poor bastard.. Sailed around for 1.5 hours today - No PvP at all.. I've been at Bonacca, New smyrna/st. Marys, La Tortue, CS/GS traderun.. IF you find an enemy player he's protected either by HUGE AI battlefleets (several SoL - yeah that was out patrolling in the day not unrealistic at all *sarcasm*) or he's protected by HUGE forts with a completely unrealistic amount of guns and a firing rate that would have made a machinegunner proud. Crafting - regional bonuses has sent crafters out all over the map, and PvP all the way down. IF a trader is spotted, the trader has little to no help incoming as the other players are too far away, that is if he isn't protected by the huge AI fleets and towers/forts. The solution would be to remove regional bonuses and implement special regional ressouces and reintroduce shipyards. This would converge crafting around the capitols and the traders would have a lot of players neaby and PvP hunters would more often than not be engaged by intercepting fleets - like the good old days. Trading - It's too easy to make gold. Period. Traders tool and the huge profits to be made from some commodities, coupled with the extremely low playerbase, makes trading insanely profitable and with a very low risk. I've mentioned it in another post, but I've made around 80 mill since the econ system changed and I haven't even been dedicated to it. The solution? - reduce available trade commodities or reduce pricedivergence. Jutland amber for example yields a profit of around 250% from buy to sell price - and the low playernumbers ensures u can allways make atleast 4-5 mill a day.. by just making 2 trips from CS to GS. Easy. Way too easy. PvP - The low playerbase, the many different crafting regions, and the PB mechanic that effectively means there's only 9-12 PBs a week reduces PvP chances to a point where it's no longer vaguely rewarding to go out hunting.. 3 hours of my life that I never get back yesterday. 1.5 hours today. Increase the rewards from PvP'ing either by making BP's available, paints or increase the chances of getting some of the uncraftable upgrades. As it is - we're too few who makes PvP and we can't find each other. Contrary to what many traders believe - I don't like hunting traders, they are a means to an end.. Most traders ditch their cargo when they get cought, but hurt enough traders and hunters comes out to play - that's when the good PvP begins.. Yet atm there's just too far between the trader and the interceptionfleets. Solutions: Increase the amount of available OP, get rid of the regional bonuses, reduce profitability from trading, increase profitability from PvP'ing, reduce crew-hiring costs and reinstate shipyards.. EDIT2: And reduce amounts of forts/their sizes and remove AI battlefleets with BRs above 1k
  6. Well.. Today I took my ship to Port Royal/Kingston... Right into the harbor... sat there... took a screenshot of the pretty environs.... And left in my Renomee... Later I sailed from Coquibacoa to La Orchilla... Took the time and opportunity to sit in the harbor of Willemstadt... Took a screenshot of the pretty depopulated environs... And left in my endymion... All nice and all.. taking my warships to other nations capitols, going right into their harbors and fishing in their waters and finding no-one there.. I'm a dane mind you.. playing for Denmark-Norway... And I've never experienced such a demotivating hunting trip as to be able to sail right into enemy capitols harbours (did it twice btw) and finding no-one who cared to raise a challenge.. Dastardly dutch! Where did thou go? Bloody britts!! Where art thou?! The only faction I found a player presence in was the pirates.... And they ran faster than my Renomee - They were however polite enough to tell me that their ships were made of fir and therefore no match for my Renomee... And that the ships today are so hard to come by that they wouldn't risk them in battle.. If any1 know where the dutch are - please let me know.... If any1 know where the brits went - please tell... If anyone say they has seen someone playing for the US - you must be lying.. For I have found no-one..
  7. I made these charts to flesh out the resources in game. There are a large set of basic goods that would be found in every port. Then there is a list of items that are only found in their respective national ports. These items are either produced there (very cheap) or brought there to be dispersed from other locations (cheap) that that nation owns. This way French players will always be able to provide French Glass at a much cheaper price than other nations, but their ports will need Iberian Dried Pork, which the Spanish will profit from as well, and so on. This will drive more historical trading and give national players a reason to use their home ports and to make meaningful and long distance trade runs, not just the most profitable short run. It will rely on permanent production/consumption settings that don't reset with maintenance. I researched these items across the inter webs, some of them I already knew about, this book was a good read as well "Daily Life in the Age of Sail", as well as wiki articles on the economic history of some nations. If you know of a quintessential national item that was heavily traded in this era, let me know and I can add it to the list. I counted the spaces in the port UI and there isn't room for hundreds of items, however, it will have a limit. A rare common item is comparable in price to a plentiful fine item, the quality and availability will both affect price. Universal British, Spanish, French Danish Swedish, Dutch American
  8. I'm curious if there are any strategy and tactics guides to avoiding PvP when you're trying to move things between ports. I fear this game in its incomplete state is going to send me straight back to Eve, so much to learn there in terms of a rich pvp strategy. I get a grace period where if I hit full sails and max point of wind I can get pretty far out but I imagine that this is where people are waiting. Then there are reinforcements and local port protection but can pirates overwhelm them? How to avoid port camps? How to run the blockade? Both in and out. How to avoid getting chased down? What to do if snared to get out of it. How to disengage from capture. etc.
  9. Will be nice to have a "transfer all cargo to warehouse" button. It is annoying to select one by one of the goods to drag to warehouse, while is much easier do it with just one click.
  10. While i sailing the pacific coast (will post pictures soon in another post), researched some fish species that can populate Pacific Ocean around the area of map and found: * Blue Mackerel * Hagfish * Bignose Shark * Bigeye Trevally * Blackfin seabass * Bludger * Blue Trevally * Bluefin Trevally * California Sheephead * Cocinero * Coho Salmon * Galapagos Shark * Giant Oceanic Manta Ray (same already in game) * Goblin Shark * Golden Trevally These different species can be implemented when Pacific officially opens, and maybe some kind of iteration with ports at Caribbean: fishes catched in one ocean can reach high values in the ports of the other side of land. So, if you catch a galapagos shark you can sell it at high values on the ports of Caribbean, as the same with fishes catched there and sold in Pacific. It is a interesting way to iteration between that places. Another idea is implement new types of wood more frequent at pacific coast (Maple, Cedar) to craft ships in Caribbean. It is just a "raw" idea to make iteration viable between the 2 places to increase trading.
  11. Some ideas to perks to smugglers: 1) Master of disguise: you can use the flag of any nation, but lose the benefit of dont be attacked by ships of the same nation you sailing; 2 points 2) Black market operator: + 20% income when selling goods to ports of enemy nations and +10% income when selling to your nation ports; 2 points 3) Professional barter: -10% of goods prices in any ports; 1 point 4) Smuggler runner: + 1 knot in OW, +0,5 knots in battle ; 5 points also can be considered: 5) Stealth ship: turn the smuggler ship in a fake NPC (with no player name tag at all) turning the vessel exactly as you see one NPC trader in OW (8 points).
  12. For me pirates attacking each can be an exploit. The way i understand it is that Pirates are considered a nation of their own, and nationals attacking each other is penalized. The reason I find pirates attacking each other as an exploit, is because in certain circumstances, it can be used as an escape mechanism. I also find it unfair that pirates can attack each other without penalty, and is a privilege that is not extended to people of different nations. For other nations, it is only achievable (without penalty) via duels. The poll is to determine how you feel about the current pirate v pirate battle mechanisms and when (or if) they should be allowed.
  13. I just had a brilliant idea that would make players engage in pvp battles that's not port battles or screening fleets. A convoy of NPC trading ships sail from port A to port B. This will come with an announcement in the OW like when a conquest flag is bought. Enemy nations can intercept them and capture them for a great deal of resources and materials. (Line-ship constructions worth of cargo). If the convoy reaches its destination safely there will be upgrade and money rewards for protecting ships. As well as a huge abundance of resources in said port. (Crafters rejoice!) Cheers Fry.
  14. I've been playing the game,hmmm about 3 months. I just reached rear Admiral yesterday. I'm a level 47 crafter. 1st- I really like the game for concept, graphics, immersion, and battle mechanics. I really would like to see the game be a success. I've only played a few PvP style games. By this point, in those other games I would have had hundreds of battles, possibly a thousand plus, with other players. In this game, si far, maybe 3, and didn't find them to be much to talk about. 1, pirate attacked my trader, but didn't notice the freindly to me ships coming up on him. I'm an ex US Navy sailor, can't say I've ever been called si many names by someone before. I still can't make up my mind if he was a kid with an exceptional vocabulary, or a very childish adult. My other 2 PvP battles consisted of pirate v me, then 6 or 7 pirates joined in after the battle started. 0 times for a 1v1 battle. This isn't a PVP game, it's a team v team game, and the pirates have it down to a science on the USA server. Port battles, I've taken part in about a dozen, never been sunk in a port battle so far, but I've sank a few enemy ships. I miss out on most port battles. I can't see when my ports are vulnerable to attack. Most battles happen when I'm already doing something else. Or, I sit around waiting for an hour for a battle that doesn't happen. Also, the 2 day wait period means no one can retake a port after its lost, while the enemy gets to attack deeper and deeper into freindly territory. I stopped playing servers where I couldn't fight back. This 2 day wait period is definitely trying my patience. I find I have to trade to have supplies so I can have money. I need money ta have resources for crafting in addition to what I capture, and I end up missing opportunities to do combat as a result. Blueprints, either I've been very lucky, or bps drop a LOT more frequently than the forums suggest, only need 4 more bps and I'll have all of them. Bottles- terrible idea. By random chance someone can have an advantage over someone that's worked to develop crafting skills and money etc. Should be a reward for special missions that a person can choose to do...my opinion... Wreck locations,im writing this while sailing to a wreck, still outbound...but I need labor contracts, so watching my ship sail, writing this, and missing out on another port battle or two Alternate accounts, too many people have them. Even worse, alternate accounts created for more than one nation. It's cheating, period. People spying, finding out where strengths and weaknesses are, making it impossible to plan or develop strategies. Neutral/ free ports- No WARSHIPS should be allowed in freeports, these were ports the nations declared off limits to fighting. Instead of being that, they've become shipyards and bases of operation, again, you can't do proper strategy do to the disruptions on what should be safe areas to the rear, there is no "rear" area as a result. It takes about a day to craft the parts, and another day for hours to make the notes and another day to to have the hours to craft the ship. So I have 3 days investment/wait to build a medium to large ship, but I can lose it in minutes in battle, especially if I run up on someone with exceptional upgrades which makes engaging in PvP too risky too really enjoy, especially since I sent to always be swarmed by enemy ships when I'm gettingvout of battle. Also frustrating to see a freindly player swarmed shortly after leaving port, but, the timer keeps me from going to assist, and the battle timer rubs out before I'm able to join in.Still sailing, port battle still hasn't started. Suggestions, no battle timer, only ships that are drawn in can engage in the fight. Bring back the invisibility post battle, make it last a minute. Port battles shouldn't flip the port, it should take a random number of battles until the host nation decides it's not worth the cost of keeping the port. 2 day cool down should go against the capturing nation, no launching invasion fleets until the port can be organized, but it can be retaken immediately. Si, I'm out of thoughts....still entire to the shipwreck, guess I'll watch some TV.... I do like this game, but...this is boring, but I need the labor contracts and upgrades....but, I only have so many hours I can spend, is this worth the hours and hours, to not be able to retake ports? Can't see when my ports are vulnerable? When any PvP battle will leaf to a massive counter attac? I'm beginning to think the answer is...no. STILL. Not Even Close to my shipwreck!!!!!! Ok, PvE, might be worth going to, maybe if AI ships would actually initiate attacks..maybe if I could attack ai ports ( they could be defended, could be like an epic event maybe?)? By the time I get to this shipwreck. It's going to be time for me to logout for the night. Looks like I guessed right though, the attack on the next port never occurred. Ok, I don't think this game is going to work out...I'll play on, maybe things will change, but even though the game is developing still. Seems like it's getting less fun with time... Too bad,could be an excellent game, just doesn't seem to be going quite right yet. Still 3.5 degrees away from the shipwreck, totally waisted my night on this, probably get a upgrade I have multiples of too Boring. No
  15. Hello there gentlemen, Teleporting with cargo can be easily exploited : your capital is out of stock of iron/oak etc ? Teleport to your outpost the evening. The morning, buy everything, teleport back to capital. Sell. I believe it will be detrimental for gameplay, as owning ports and securing trade routes would mean nothing. So here we go, what do you think about it ? Should devs do something against it ? Some suggestions : - impose a tax on cargo on teleport, which make it far less lucrative. - increase teleport cooldown, which makes it less spammable. For example, once a day. - make it impossible to teleport with cargo, losing the cargo in the process - deleting teleport altogether (which raises issues of how travelling around that big map)
  16. Gentlemen, currently we can send goods from a Free-Port to another Free-Port by Delivery-Contract as long as we have an Outpost in the receiving Port. This idea is good and quite reasonable. But I believe it is not enough to stimulate the economy. If we want to transport goods from one port to another we have to spend a lot of time for doing so. this limits the economy. So I thought about the Idea of sending traders from one outpost to another transporting goods. It's just a rough idea: It should be possible to load good into the hold of a trader and send him under AI command to another outpost Like the Delivery Contracts, it should take a reasonable time Like the Delivery Contracts, it should cost a reasonable amount of Gold I see one problem there: Currently, traders can be attacked in PvP. How to deal with this? Options: Add a chance that the trader is lost during sail. Reduce that chance by adding AI escorts on additional cost. Create an OpenWorld AI instance for that trader and allow to hire AI escorts on additional cost. If a trader is captured, I believe a lot of Human-Players destroy their goods in time, so the enemy won't get profit out of this. So should the AI. As a result, the capturing Ship won't get more loot out of this like he would get from a real AI one. Any other ideas on that? Or is this idea totally crap?
  17. Hello, so recently started playing a little as I have finished my exams ect now, woo! So when I logged on the first time the other day, Since maybe February, I was delighted to see that my rank had increased! and I could potentially sail a larger ship. I was so excited it was amazing! Then I hit up the marketplace to see what the Dutch Shipwright's had been up too, and of course hoping to find a shiny new toy to play with...... I was massively disappointed to find that there were only a sprinkling a 4th rates and above, and those that are available are being sold for crazy money! I mean, near 2million for a fine 4th rate! really!?!? When the exceptional trinco's are being sold for max, 5-600k. So yea I don't know, I have been away for a good few months so I guess things have changed! Just find it odd that the step up in price gap is so large! Anyone want to fill me in as to why this may be the case please feel free! I know there are clans, guilds ect and that they will produce ships for their own as a priority ect and port battles and all that goodness but the open market is just crazy. Still yet to sail the Bellona, the only ship that I really want, and I guess as close as I thought I was im actually rather far away! Sorry if this comes across like a rant, its not my intent to cause a stir! im just a little... gutted I guess that I have to wait on for a rate. but hey ho, sails up and on we go
  18. Dear Devs, I like and love the game in its status. Because of its working progress, I want to give you my feedback. I play Pirate. In every game, where a Pirate system is able to be played, i love to do so. And yes, I joined Pirates in NA aswell. But I didnt know, that they are a Nation - which is a totaly wrong understanding of what pirate was in the 16th to 18th century. If someone had told me before, that I can choose the "Nation" Pirate, I were joined france frist, scam all the Clans and players, kill some friendly mates and become pirate then. Because this is, what pirates did in those centuires. They never fight to own a harbour. They fight harbours to own more stuff. So here are my points: 1) Pirates shouldnt be able to own Ports. They only should be able to "raid" them for getting stuff out of it. Only 1-3 Hideouts which are only shown on Pirates map, should be owned by pirates. Not more not less. Because being a pirate is kind of a political statement. ATM Pirates are "friendly" to each other because they have to. This is FAAAAAAr away of beeing authentic. So here is the Idea: No Port Capture or battle for owned ports. 2) Be a Pirate : When I capture a ship from e.g. the Great Britains, I will steal the Flag and sail under my new fake flag. As long as i dont attack anyone - to get somethings like a criminal timer and be detected as "fake" Great Britain - i should be able to use every port / facility / chat or more from the Nation, i fake to sail for. Only when i get criminal flagged and or get killed, the flag should be gone. 3) Pirates should not be able to craft ships. They can dock at every harbour (fake flag at Point 2 explains why) and they can buy ships there or get into "deals" with clans of any nations to get ships. Also they should focus in raiding fleeds and capture ships. But Pirates should be able to upgrade or optimize their ships. e.g. enhance Speed and crew, better boarding abilities for fast travel Boardings at 6kn or something similar. Pirate ships should be a very scary thing in open world fights. And i dont mean, that they should be tanky or overpowered. They only need to have things, which nation ships dont have. 4) Turning into "Pirate" should be a penalty for players. So they should be thrown out of their "safed" life in a 150 member clan into a deep community of ugly, angry and beard people who kill each other for no reason, when the rum rations ran out. Learn how to sail, steal, fake flag, keeping morales up and get away with slaves / captured ships should be horrible hard for a normal player. But this should be all, what pirates should be able to do. Sitting in MT to craft things is dumb. No Pirate of our history books ever sit in a port and craft a plank for a ship. They all raid a port and take those ready build ships and the wife of the guy who crafted it. 5) Give pirates some capturing advantage but for. eg. let them be attacked from npc's aswell, when they get a criminal timer. Those timer should be there for 1-2 hours. 6) A Pirate need to learn everything new. Sailing Routes, noone know and all stuff like that. So take away the teleport to capitol function for Pirates. IMPORTANT: Pirates shouldnt be a Nation as they are atm. They should not have any friends in their own "Pirate faction" expect their Clan or ally mates. They should be able to fake flag. They should not be those pve focused Trader / Crafter / Labor hour seller as atm. Take all of the pirates harbours. Give them Hideouts. I saw so many pirates sailing around, who are no pirates and acting like Nation People... Organize political Port capturing Situations shouldnt be able... The Pirates atm are by far not authentic. Everyone who dont see this, should go back in the history lesson (no offense) Added Ideas by other players: From Hethwill: A successful raid by pirates should blast a city morale ( citizens are simply left to their own designs with the feeling their overlords cannot save them ) and turn it unaligned for a full maintenance cycle [ 1 full day after maintenance the port gets blocked to all actions, no entering the port ], and then returns to nation control as normal.
  19. I have a Basic Cutter and want to expand my cargo capacity. Currently, I am a Midshipman able to sail a Cutter and Lynx level. If I buy or lease another Cutter or Lynx, will they sail with me and increase my cargo capacity? Will I see myself in OW as one ship or two? How long will a leased ship stay with me before the lease "expires?" ~ H. Knox ~
  20. I think we should use low level notes at all levels of crafting. At high levels of crafting, all notes should be used. low level ships require low grade mid level ships require mid grade and low grade high level ships require high grade mid grade and low grade for example, upgrade could use 1 high note, 2 mid notes, and 3 low notes. a santisima could use 4 high notes, 3 mid notes, and 2 low notes. I think it would be a great way to give new players a meaningful way to earn money and contribute to the economy in a meaningful way. This could help a lot of people get over the initial economic hump, help them break into crafting, and encourage player retention.
  21. Trading, banking and the European markets; an 18th century look at it. I’ve seen quite some discussion on these forums about how the current trading systems can be used to scam, how inflation of the current economy drives pricing of labour hours through the roof, that producing goods for markets are somewhat meaningless if demand and supply cannot be used to trade and that European traders magically have stock to start selling at certain economic thresholds, etc. Currently the only way to trade in the game is to sail in between the local markets of the caribbean and there is some interaction with European Traders in a basic fashion using certain thresholds in prices whilst buying goods. Trade can also be done through personal trading by players that are in the same port and exchange money and goods through a trading window. These are all good basics, however do not reflect the fleshed out situation we should like to see. However, let’s forget how things are now for a bit. Let’s imagine the world in the 18th century where our ships sail the oceans, where banks and stock markets under strong influence of the financial success of the Dutch with their East India trade in the 17th century start to dominate the capital and (government supported) companies start to take over the power of the guilds of the ancien régime. A time where financial systems start to appear between nations, instead of State regulated mercantilism and markets are fueled by a growing hunger in the European continent for products from across the globe, thus creating global commodity markets. A shift that fueled more trade on a global scale and the growing motivation why we sail our ships in this beautiful budding sandbox created by Game Labs. These backgrounds are the base of my suggestions to the developers to give our sandbox a good trading system where banking, commodity markets and European influences should be felt throughout our caribbean theatre. Questions arise: How do I trade with Europe? How can I trade with other Companies and players without being physically in the same port? How will I corner a market? How do I move my fast amounts of goods, my ship alone of those of my friends are not big enough?! How will I get paid? Etc. This is where my proposal of ideas of the commodity markets, banks, trading systems, warehousing and transportation come in. Commodity markets (production and consumption) Commodity markets were places where an abstraction of trade was created regardless of the actual whereabouts or physical location of the goods. Looking at the Amsterdam Stock Exchange (founded in 1602) its origins were a commodity exchange (Amsterdam Bourse) where a lot of complicated contract structures were already used, like short sales, forwarding contracts, futures, etc. Stuff we still find even now in our own time. A lot of the trade was done using a future contract (futures) where the goods were sold by the producer at a certain price today with payment and delivery in the future. This opened the opportunity to trade goods using these futures making sure that local coin influences and other market influences could be reduced or even speculated upon. A model that now has taken our modern economies not even for goods, but also for financial products to a rather impacting level to our regional economies, but that might be a story for another time. How will a commodity market work ingame? Trading through the Commodity markets and (Amsterdam) Stock Exchange. (trading) Selling goods at the Amsterdam Stock exchange are not real deposit of goods, but a "future" is created upon an agreed price when your goods sell and deliver in the future. In game I see it happen in the following way. Your goods are blocked in your warehouses and should be present (assuming we do not implement short selling). Futures are tradable between players and can be freely traded on the Stock exchange or underhanded, but have a date when they will be rendered effective and goods will either be returned to the producer when the future is not sold to anyone (or could be traded to European traders to free up warehousing), the goods will be sold to the buyer of the future or in some circumstances the goods will be offered to a European trader (see also warehousing and transportation). As a producer you will be getting the price stated as soon as the future is used to claim the goods by a player. By actually activating a future or waiting until its term expires, it will seal the deal and the possibility that goods will have to be transferred from one players warehouses to the other players warehouses and need to move across the Caribbean. This entire process will involve a bank, deposits and possibly AI fleets to move stuff, but more on that later. Note to the developers: As shipbuilding is an integral part of the game (but most was actually done in Europe and not the Caribbean), I foresee that our caribbean captains will actively participate in trading futures at the markets to acquire their own supplies also. This is not a problem and actually gives a player participation and not only a European Trader influence on the markets which can make a fun game in cornering markets, cashing in cheap futures and creating new higher prices ones. Warehousing (logistics) To keep goods stocked your need space in your warehouses. If you don’t have enough warehouses, you cannot hold the goods that you want to trade. Holding a lot futures but having no warehousing poses a serious threat that the futures goods will be offered towards European Trading companies that take the stock that cannot be stored at a considerable “Dutch” pricing, leaving the player that holds the future filling the financial gap between seller (the producer) and buyer (European trader). So players that cannot maintain their stocks have a problem. Warehousing also keeps the producers in check, as they still have to maintain the goods of their futures in their own warehouses, as the goods are not sold yet. Warehousing is the cap that keeps players from actually dominating markets (without huge investments in warehousing). Transportation (logistics) Goods have a physical location in the game and is stored in warehouses in your ports or outposts. When goods exchange hands towards other players or even to Europe, they have to move. This is where player fleets or even AI fleets come in. Trade lanes will start to appear and could be awesome hunting grounds for pirates to hurt those care-bearing nationalists! On the other hand those vigilant captains of our nation will have a purpose to protect their companies trading routes and their own goods in transfer, escorting those AI trading ships moving real goods they bought. Goods under transportation should be moved from the sellers warehouse to the harbours warehouses but have a limited time to be shipped by the buyer. As warehousing is, the logistical system of transportation (and the means to pay for AI fleets) will also pose a challenge to maintain the size of your trading empire. Banking (financial system) The trading process is pretty straight forward. Using futures to trade commodities, use warehousing to store commodities and set up transportation for the goods to move stuff by AI or players. The interplayer trading is arranged by this system but a system needs also be in place to also arrange the actual financial transactions. Welcome the the Bank of (Amsterdam)! A banking system like the the Dutch used with the Bank of Amsterdam and their stock- and commodity exchange was very advanced for its time, but remarkably straightforward nevertheless. Bullion (unminted gold) or other valuables was deposited by the merchant(companies) at the bank and financial contracts (like futures) were traded in arranging the financial transactions between the deposits of the buyers and the sellers. You deposit your gold to the bank and pay a periodical fee to maintain a banking presence as the bank has to maintain and protect your unminted gold deposits/bullion. With this stored wealth you can acquire goods that are traded and present in the warehouses of other players that have been sold using the futures system of the commodities market. Of course one should still be able to keep his own right to maintain his wealth and use the trading system as it is now in the game. Paying a bank a periodical fee to maintain the protection and maintenance of your bullion is like a real money sink; however, no bullion at the bank means no access to the trading through the commodity markets and you are on your own to get scammed! Money sink possibilities, financial control, and fun stuff to think about. Setting up a future will cost money. Setting up a buy/sell contract is also charged ingame. Maintaining a deposit at the Bank of (Amsterdam) costs money, they need to protect your bullion (e.g. unminted gold) and wealth and move it around to other deposits when trade happens. Trading with Europe and dealing with pesky non personal buyers using their “Dutch” pricing will pull goods from the Caribbean and maintain a healthy market. Warehousing could be expansive but also expensive to maintain. The ridiculous height of the transaction tax was a popular discussion subject in those Sunday afternoon pub visits after the morning's protestant church services in Amsterdam. Making (AI) trading fleets to transport your bought goods is expensive, not to speak of those insurances and protection! Developers could create a pretty European Traders AI for buying up futures of players to simulate scarcity situations in Europe. Parting thoughts A system like this should be pretty easy to implement for the developers and could be made as complicated or as simple as you’d want. It helps to give the developers more control over the markets and financial ingame state. For the players it will create an involved and rich sandbox feeling where the influence of the powers of Europe, the storing, trading and moving of actual goods with value and the huge financial interests of the colonial endeavours are a real “thing” to play with as a player. The system could be player based, but making warehouses for your the clan/company you are in, having clan/company deposits at the bank, trading goods through clan/company futures could be an awesome way to play with your friends and fellows. I hope the direction of thinking will inspire the developers to make something really fun and meaningful content to the sandbox and represent the ruthless trading and economical interests that were part of the Caribbean in the age of sail! Please feel free to add or comment.
  22. I've been exploring for a while but am interesting in trying out some trading. Questions: 1) Links to some references, guides or tutorials. 2) Can I use a sell contract at any port? Or only those where I have an outpost? (And the resources in a warehouse) 3) Can I use a buy contract at any port? Thanks for any other tips or help you may provide.
  23. The game's economy needs to allow for more transactions between strangers (via the market). Currently, this isn't allowed to happen with the restrictive 5 contract limit. I am not certain why there is such a clamp-down on contracts. It isn't a true economy when participants are allotted a limited number of transactions. In the short-term, I would suggest opening the gate on sale contracts. Supplying the economy would be helped by allowing this. When I am not worried about prioritizing contracts per the profit margin, I can spread out my profit motive over a wider set of products. Meaning I (and others) won't only be placing high profit items up for sale contracts and there will be a lot more items up for sale.
  24. Hello. I generally really like the idea of the trading/resource system as it is right now. Sure, it might need some tweaks here and there, but compared to the general MMO, it really stands out for me. But there is something that gets me worried, in terms of "it might make trading dull". As stated in this post: http://forum.game-labs.net/index.php?/topic/12052-public-api-for-naval-action/ server data such as item prices, item stock at ports etc. get exposed to the general public in order to make them able to develop web applications that contain live information of the game's market and economy. This seems like a good thing, but it could also take something from the game. When i first looked into the trading system, i got really excited. With an organized clan, you could always let your clanmates gather intel on where to get some cheap goods, where the demand is huge etc. etc. With the current api and amount of published market data however, sites such as http://www.navalactioncraft.com/map can completely do the job of gathering that information themselves, handing all the data to everyone without any effort. To me, this seems like a wasted potential. It tunes trading down to check some excel-ish sheet on some website, go for the item with the best profit/distance, sail there, sail back, get money. To me, the idea of trading become more of a "the better your (trading) clan is organized and the more effective you are at gaining intel on the current ecenomy, the better you do" seems way more appealing than just checking a website. We have similar "trading made simple" mechanics in other MMOs such as WoW (e.g. the addon "auctioneer"), but i think it fits those games way better, since trading is way more simple and not such a huge part of the game. In Naval Action, i'd like to see trading being almost a vital to the game as the combat. I sure understand that combat is still the main focus, but forcing you to work as a community in order to make trading worth the effort will prevent it from becoming a pure grind and more of a skill to master. Additionally, currently it seems kind of nonsense to me that you can just check a website for all the port's contents and item prices, while you have to visit a given port ingame to even see what it generally can produce and which goods it demands. If we allow websites to hand all that information to us, we could as well just see it on the ingame-map. I therefore added a poll to this suggestion, asking you if you share my opinion and if so, if you think it should be that way for all servers (answer 1), or optionally only for some (answer 2), or if you generally disagree (answer 3). Poll removed by mod team for being non-essential to the discussion.
  25. As part of a nationwide initiative to support recognized Dutch shipbuilders, I have set up a production chain of small, medium and large carriages. These items need a lot of labour hours and are in high demand for any shipbuilder as large quantities are required. All products are offered at a fixed pricing, cheapest you can find, with the quality you desire. Selling prices to guild approved Dutch shipbuilders: Small carriages @419 Medium carriages @963 Large carriages @2691 Selling prices to non guild approved shipbuilders: Small carriages @1000 Medium carriages @2000 Large carriages @4000 I will buy at the following prices: Coal @22 Iron ore @81 Hemp @60 Oak log @38 Customers that sell to me at these prices have a privilege in receiving their products first. ** FAQ ** What are guild approved Dutch shipbuilders? A nationwide program is launched to ensure the Dutch shipbuilding to be the cheapest and best of them all. Contact Hugo van Groijt of the Hugo Republic Shipyards for more information on how to get your guild approval to profit from our cheap pricing. Who get the products first? We are a small production facility and orders are handled on the principles of first come first served and out of stock is out of stock. Orders of Guild Approved Dutch shipbuilders always have priority over other orders. Orders of customers that sell me raw resources for keeping my production alive have priority over other orders, How to order? You can post your order here in this thread or contact me ingame. Deliveries All orders are delivered in Willemstad or a Freeport of your choice. Delivering at a Freeport will incur extra costs for delivery and require time to organize.