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Iroquois Confederacy

What Quality of Life Features do Merchants Want?

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A few things that would encourage more to trade would be more then 10 contracts per player.

Ability to change tax levels for trade goods or ships or repairs differently to encourage certain trade depending on what the port needs.

Meaningfull needs for ports on resources to encourage players to fulfill those needs to keep defenses working 100% or upgrade them.

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4 hours ago, Capn Rocko said:

Global trade chat for WTS/WTB 

Funny how there still is no such a chat channel after 2 years ^^

Edited by Liq
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A few other things I would like to see and think would be of interest to other traders/crafters.

Rework of Outposts. Atm, Outposts have 2 different purposes either as a way to teleport to a port and update trade/contracts/build resources and as a port you can teleport to and keep ships in for RvR/PvP action.

But there is a limit on the amount of outposts you can have and combine it with the hard cap of 10 contracts it makes it hard to be a seller/buyer for resources. You are forced to limit yourself to a few resources atm to sell/buy on contracts and the rest needs to be direct trade between players when you are on-line. That is counter productive for a player driven economy and also a good reason to use ALTS I assume to get around that limit. It also limits Tax income on smaller unused ports as there is no way to be able to trade without visiting and buy from the port directly.

What if you could upgrade your outposts so that your contracts in that port/region did not count toward the total cap. Get a outpost in a region capital and use agents from that upgraded outpost to keep tabs on trade in the ports in the same region. With the ability to sell/buy and provide content and resources for players and the port owners with tax as added bonus.

Taxation.

I suggest that Tax should be lower for transactions where you buy directly from a port and slightly higher if you use a contract as a brokers fee is required.

Many players who craft there own ships but do little trade always complain about the mark-up on resources in crafting and capital hubs. Tax is a large part of that but also time and money invested to provide that resource are factors I at least look at when setting prices.

Its always weird to hear someone complain that why is a log of something so expensive, it costs only 300 per log on the other side of the map, and why should he/she/it pay more then 300 here, yet has no interest to buy it in those ports and then sail it here for 2 hours and sell it at a fair value where fair for them is as cheap as possible.

If a clan could set taxes more precis and not just a general tax rate they could encourage trade in wanted resources and perhaps discourages trade from nations that that nation/clan is not friendly with.

Imagine being able to appoint governors within the clans that can tinker with taxation levels in ships/repairs/trade goods/resources etc or even appoint a non clan member as aide to a governor that can have a limited input in aiding in running a trade hub. But this is mere suggestions that need more work ofc.

Trading ships

Why are tradeships limited to 3 skill slots and has very active drawbacks on loading your cargo over certain levels yet warships holding large amounts of repairs hardly go beyond 40% of max cargo space and can have insane amounts of crew added yet it has no affect on speed.

If you add fish to your cargo hold it will decrease your speed but you can add or remove 100 crew and there weight has no bearing on a ships cargo hold or total weight and thus speed.

If you have a larger trading ship and run less crew it will be at a disadvantage towards a raider with no advantages on said trading ship. You can add crew by modules and refit and skill books and it has no drawback either to the handling of the ship or its cargo hold.

 

 

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On 12/17/2017 at 6:33 AM, Iroquois Confederacy said:

I'm of the firm opinion that the best thing for Naval Action is more merchants in the water.

Makes you wonder why sinking bots ever gave decent gold to begin with instead of only or mainly trading. At the end of the day both is PvE but one gives life to the map and fuels PvP as well as RvR, while the other only gives life to the reinforcement zone, producing unable captains that are nothing but a free kill for the voracious hordes of PvP players.

Edited by Sovereign
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2 hours ago, Hethwill the Harmless said:

:) more sailing less teleporting, imo.

I agree but I also wonder how come that traders need to sail more while PvP players who wants fast "PvP" (sealclubbing) are having reinforced zone changed tottaly easy mode. No need to sail, just create OP near enemy capitol and youre set. Thats what i call quality of life feature.

Anyway, trading is non existant in current game patch. No meaningfull resources, no thrill of loosing something important and finally big mess with ship speeds and sailing profiles. Cant wait for mod updates and economy changes.

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Majority hate logistics needed to supply and maintain a navy. All that matters is the rush for the kill, no matter how it comes :) 

Here's to better days after the update 🍻

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6 hours ago, Hethwill the Harmless said:

:) more sailing less teleporting, imo.

If you are still talking about trader QoL then the ship and cargo need to mean the same thing to the raider that they do to the merchant.

This is not currently the case.

AND if you are serious about this, quit treating upgrades as if they have no mass and put them in the hold where they belong.

Quote

Also, tax should be applied to every single transaction, including port repairs.

I would agree with this, if it goes to the controlling clan.  It improves the economic incentive to protect the space around a port.

My experience with the clan structure so far is that clans appear to be able to fully fund ports without much actual merchant activity.  What they want from members is combat and port battles.  Or they do econ with alts.  Most clans appear at best indifferent to merchants.  There does not appear to be much incentive to host player-to-player econ.

Edited by John Jacob Astor
clarification
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9 hours ago, Hethwill the Harmless said:

All that matters is the rush for the kill, no matter how it comes 

Yeah! Preach it, bro... ... Oh!

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NA is a great game.  The size of the  indie development team is 2 programmers and 1.5 artists. Demanding AAA volumes of content immediately from an indie game is unrealistic and impossible.   The game is great even without enhanced  merchant activity.

Edited by Macjimm
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Undeniably so.

But...

Seen first hand what a nation cowered into a corner, totally dependent on PvE/Safe Zone trade and relying major of PvP offered by the Reinforcement Zone is. Basically it is a non-existent nation in the map.

Maybe not directly connected to quality of life, but it seems to me that those players do not wish to engage in combat, conquest or anything that places them in the line of fire.

No wonder they get besieged and the less they have to fight for what they want/need the less willingness to play a combat game they have.

...

NA is one of the best games. Requires method, planning and learning process. Can only become better with time. I feel many are simply wanting a fast access to everything.

Sea lanes are empty. Maybe a full assets wipe would help shape the world after the update ( not ranks ).

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Its good to have an ability to say to the fleet ships exactly where to go and what to do, in battle. 

Often i had a situation, where my fleet ships, despite being told to escape, turn to the enemy and against the wind! Its so frustrating.

Maybe an ability to give fleet ships directions on the map where to go exaxtly would fix this.

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Speaking of fleet ships, I would like to transfer between my main ship and a fleet ship in OW.  The mechanic could be...come to a stop...press a transfer button and in 2 mins, you're on the other ship.  The issue would be that your knowledge slot are emptied on the fleet ships, so how to get them back.  The main reason I thought of this is that I was going out to loot a wreck.  I need a cargo vessel, because a warship doesn't have the capacity for the loot, and  I want to escort it.  Wouldn't it be nice to come out in a 5th rate with the cargo ship in fleet, switch to pick up the cargo (because you cant put the loot in the fleet), then switch back. 

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1 hour ago, Angus MacDuff said:

The issue would be that your knowledge slot are emptied on the fleet ships, so how to get them back.

You don't. Not with how it is at the moment - per ship in command. It would be possible to do when we had the Officers.

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2 hours ago, Hethwill the Harmless said:

You don't. Not with how it is at the moment - per ship in command. It would be possible to do when we had the Officers.

When they first talked about changing the officers and some new ship knowledge thing I actually thought that was what they where going to do.  Each ship had an officer, as it gained XP it got more experience and it stayed with that ship until sunk or captured.  You get a new ship, you get a new officer and they level up.  So older ships will have lots of experience compared to new ships.  Could have a small amount of it go to that ships perm pool so say you earn two perm slots on a ship, it will start with two open slots no matter the experience of the new officer on the ship.

We also should get ship xp for traveling. I brought this up to Devs a few time and was told once they didn't do it cause it could be abused.  Trade ships should be getting this xp if any ship since they aren't combat ships.  That or to make the ship grind easier have it your fleet ship gains a small portion of it's earn combat xp in fights.  Right now ship sailing xp is pretty much useless.  Hell most xp is useless once you hit RA rank.  Maybe your XP that you gain at RA can go into a free xp pool you can use to boost the learning on ships you haven't unlocked slots on.

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Concerning wrecks: One might also be able to choose in which ship the fleet is loaded the goods taken from the wreck, and, why not sort those that would be abandoned with the wreckage.

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