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Next big patches: Real currency and Open world user interface update

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Personally, I dont think making players carry around money is wise. I understand the value of the idea, but i think it will cause more people to quit. There are those players who will whine about my comments, but I honestly dont care.  What I see is a player base constantly shrinking. New players quickly find out the learning curve is steep, the grind for rank/craft xp and ship knowledge is long, the tutorial is difficult...and now, after they have put in the time for all of that - they go out, make some money and have it stolen on the way home. No way we keep many players... 

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1 minute ago, Headless Parrot said:

Personally, I dont think making players carry around money is wise. I understand the value of the idea, but i think it will cause more people to quit. There are those players who will whine about my comments, but I honestly dont care.  What I see is a player base constantly shrinking. New players quickly find out the learning curve is steep, the grind for rank/craft xp and ship knowledge is long, the tutorial is difficult...and now, after they have put in the time for all of that - they go out, make some money and have it stolen on the way home. No way we keep many players... 

At the same time I say that is what makes the game different to others and interesting in the first place.

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I’ll be brief. 

 

Bad idea. 

 

Keep the the magic wallet. 

No need to change away from ‘gold’. 

Gold and silver mines should be kept as well. 

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10 minutes ago, Headless Parrot said:

Personally, I dont think making players carry around money is wise. I understand the value of the idea, but i think it will cause more people to quit. There are those players who will whine about my comments, but I honestly dont care.  What I see is a player base constantly shrinking. New players quickly find out the learning curve is steep, the grind for rank/craft xp and ship knowledge is long, the tutorial is difficult...and now, after they have put in the time for all of that - they go out, make some money and have it stolen on the way home. No way we keep many players... 

Imo I don't see these changes causing people to quit. Super mods that can only be acquired by the PVP elte, fleet ships that disappear in patrol zones, etc. these cause people to quit, I don't see the creation of physical money as a deal breaker for new players. 

Edited by No name, no flag
grammer

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While I still maintain that we have bigger fish to fry....I kinda dig this idea.  Albion has similar system using gold and silver.  

I like the idea that these gankers won’t be getting their magical marks auto put into their wallets anymore and that getting home now needs to be part of the plan.  I can foresee is creating gank fleet issues, but we already suffer from them anyway.  

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I don't understand why we need the new currency"s, other than the historical accuracy perhaps. And I belive most currency of the time, regardless of the nation that minted it, used Gold, Silver and Copper to do it. Adding actual national denominations Seems like it will complicate the economy unnecessarily. Using Gold and Silver and Copper is simple and easy to utilize.

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One way for a clan or Nation to pay for their ports would be for the introduction of a bank as a Building. These Banks could be in two Tiers, Clan and Nation, costs for a National bank being higher than clan banks

This could cost for example 3 Million to set up in a port, and would cover all of that nations ports in a given area,  eg a bank in Flatts covers Somerset and St Georges Town, enabling port costs to be paid daily for those ports when sufficient funds are in the bank.

Money can be deposited and withdrawn in any of these ports (notes being issued and then redeemed), but only by officers of the clan who could be given the tital of Financier.

This could have the effect of concentrating Nation Holdings, if you conquer a port not covered by a bank, then you have to have the necessary funds in that port to pay for all running costs, or build a new bank.

If a Nation wants to expand their territories they then have to consider how and by whom the costs are to be covered.

This could also lead to a System where Traders could insure their ships and goods, eg a Trader sailing textile machinery from A to B with an outlay of 2 Million buying the goods, ship costs of 1 Million for 4 Indiamen and an expected Profit of  4.5 Million on sale of the goods could apply to insure the journey. He would have to pay .75 Million insurance.

If the ships are sunk or captured he receives 1.5 Million in insurance, if he successfully completes the journey the Profit is his, but the insurance Money is lost.This insurance Money is paid into the bank, and anything left in there after successful journeys is used for port upkeeps.

Every Player has to decide is the journey dangerous enough to Warrant insurance, if it is and the ships are sunk at least they will not lose everything.

 

Edited by Glorgir
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42 minutes ago, fox2run said:
 

Here is an overview from Oxford bibliographies. If you like to go beyond the Google level of things. It was much more complex than sailing around with gold in the cargo:

I responded to your statement on "Gold dubloons is much more fantasy and something that belongs to a Pirates of the Caribbean universe 200 years before the period of NA ", by providing evidence that doubloons is not fantasy and were used much later than 1830. 

And you copy some links about unrelated subject of carrying gold in cargo? (with minor veiled trolling)?

This is called "moving the goalposts" where you respond to the critique of your statement by bringing another unrelated subject, making goalposts wider or moving them elsewhere.. Please avoid this on the forum. It might work elsewhere but not here. 

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Bankbuilding with daylie maintenance ... its working with trading outposts etc. so why not a bank to get and deposit money?

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39 minutes ago, Louis Garneray said:

I would argue against making money physical, especially for the port taxes.

If we're going historical then clan wouldn't exist, and daily taxes would also not exist and certainly not make a port become neutral for non payment.

It would be good to see some sort of action a Clan must take weekly or some such to keep a port from going neutral. Lots of ports in the game are owned by clans that never use them, or owned by dead clans. 

Edited by Capt Trashal Early

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39 minutes ago, Intrepido said:

1. Having to sail to distant conquered ports to pay for taxes or taking the profits to the port where the clan warehouse is, every day. Doing this every day could end in people giving up.

 

The way to do this would be to either pay for X number of days up front, or..   have a system where the port withdraws from a clan store daily.  So you just need to make sure you have enough funds in the store to permit you to stock up as often as you like.

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9 minutes ago, rediii said:

Bankbuilding with daylie maintenance ... its working with trading outposts etc. so why not a bank to get and deposit money?

It would be even greater if theee was a banking system run by players but that may get too complicated to work.

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Please keep in mind that this is a game. 

Clan warehouse will act as a bank and will pay for all the ports. 
When we talk about the idea of the physical currency transporting need we only talk about the trading and pvp rewards. Once you get it to clan warehouse it will not require additional travel.

What is being discussed: We want to consider the possibility to remove the magic electronic wallet for battle rewards and marks and from trading. 
The interesting outcome from this feature would be actually increased PVP risks especially risks in hunting around capitals: Right now it is still safe to hunt around capitals. It does not feel like a raid; pvp players wins 2-3 battles sinks in the 4th one - but still keeps all the rewards. This feature might actually give some ability for the defenders to deny all rewards from the hunter by counter ganking him. which will bring the balance to the force universe

Also keep in mind that it is just an idea for discussion: Thus no need to get defensive and negative. Lets talk constructively about benefits and negatives of additional risk in pvp and trading. 

 

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2 minutes ago, Capt Trashal Early said:

It would be good to see some sort of action a Clan must take weekly or some such to keep a port from going neutral. Lots of ports in the game are owned by clans that never use them, or owned by

 dead clans. 

1. Clan runs out of gold and port turns neutral (happens all the time)

2. Attack the port, friendly clans list might be outdated or no one will show up to defend. Easy win? 

3. Clans gotta keep the hostility under control if they want to remain the port. I guess that's enough job? Ah, and paying the maintenance and/or timer cost.

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8 minutes ago, admin said:

This feature might actually give some ability for the defenders to deny all rewards from the hunter by counter ganking him. 

If the defender gets all the rewards the hunter has made so far then it might encourage more PvP and it might be okay, but if the gold just vanishes when the ship sinks it will just cause more frustration for almost nothing imo.

Edited by Jon Snow lets go
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7 minutes ago, admin said:

Please keep in mind that this is a game. 

Clan warehouse will act as a bank and will pay for all the ports. 
When we talk about the idea of the physical currency transporting need we only talk about the trading and pvp rewards. Once you get it to clan warehouse it will not require additional travel.

What is being discussed: We want to consider the possibility to remove the magic electronic wallet for battle rewards and marks and from trading. 
The interesting outcome from this feature would be actually increased PVP risks especially risks in hunting around capitals: Right now it is still safe to hunt around capitals, pvp players wins 2-3 battles sinks in the 4th one - but still keeps all the rewards. This feature might actually give some ability for the defenders to deny all rewards from the hunter by counter ganking him. which will bring the balance to the force universe

Also keep in mind that it is just an idea for discussion: Thus no need to get defensive and negative. Lets talk constructively about benefits and negatives of additional risk in pvp and trading. 

 

Also you would hurt a lot those dedicated to trading. Trading is usually a risky thing because of your low chances to survive a battle in your trading ships against a warship.

Maybe trading have its own rewards that cant be fucked if you lose.

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Surely the gold awarded for sinking a ship is some form of compensation for not taking the ship as "prize"  ( perhaps to be regarded as your pay as an officer). In this context this should be paid when you return to port not put into the hold of your ship to carry home.

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3 minutes ago, Jon Snow lets go said:

If the defender gets all the rewards the hunter has made so far then it might encourage more PvP and it might be okay, but if the gold just vanishes when the ship sinks it will just cause more frustration for almost nothing imo.

my hope with currency rework in mind and other OW rework (trading/Clan) that it leads to a spread of population over the hole map. Then it might be a really good feature. Alone its bs like you said.

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19 minutes ago, admin said:

Please keep in mind that this is a game. 

Clan warehouse will act as a bank and will pay for all the ports. 
When we talk about the idea of the physical currency transporting need we only talk about the trading and pvp rewards. Once you get it to clan warehouse it will not require additional travel.

What is being discussed: We want to consider the possibility to remove the magic electronic wallet for battle rewards and marks and from trading. 
The interesting outcome from this feature would be actually increased PVP risks especially risks in hunting around capitals: Right now it is still safe to hunt around capitals. It does not feel like a raid; pvp players wins 2-3 battles sinks in the 4th one - but still keeps all the rewards. This feature might actually give some ability for the defenders to deny all rewards from the hunter by counter ganking him. which will bring the balance to the force universe

Also keep in mind that it is just an idea for discussion: Thus no need to get defensive and negative. Lets talk constructively about benefits and negatives of additional risk in pvp and trading. 

 

I want to sail to carta from fort zoutman, I have no outpost in Carta and want to buy something.

Do I need to take money into my hold and sail there to buy it?

What if I'm in another outpost but not in zoutman? Etc.

 

As I understood it I would have to take money into my hold for almost every trip I do. Correct?

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10 minutes ago, Intrepido said:

Also you would hurt a lot those dedicated to trading. Trading is usually a risky thing because of your low chances to survive a battle in your trading ships against a warship.

Maybe trading have its own rewards that cant be fucked if you lose.

the thing is
It is already like that (like you described). You lose your trading ship already if you are fighting against a warship. 

The difference becomes that with physical coins PVP players become ALSO a great target and also get increased risk (which grows the longer you hunt).
Which is not the case now.   This extra adrenaline might liven up the world and will balance the difference in risk between traders and pvp hunters.

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Increasing the risk to PVP gankers by forcing them to carry their rewards home is a good thing. Like the admin said traders have all the risk now so why should PVP players get a free ride.

Edited by No name, no flag
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3 minutes ago, No name, no flag said:

Increasing the risk to PVP gankers by forcing them to carry their rewards home is a good thing.

there are no rewards for hunters except max. pvp marks but in general they dont care and only look to harm the enemy and/or get nice fights

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27 minutes ago, admin said:


What is being discussed: We want to consider the possibility to remove the magic electronic wallet for battle rewards and marks and from trading. 
The interesting outcome from this feature would be actually increased PVP risks especially risks in hunting around capitals: Right now it is still safe to hunt around capitals. It does not feel like a raid; pvp players wins 2-3 battles sinks in the 4th one - but still keeps all the rewards. This feature might actually give some ability for the defenders to deny all rewards from the hunter by counter ganking him. which will bring the balance to the force universe

Honestly, this sounds like an idea that will get more people to quit.

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4 minutes ago, rediii said:

there are no rewards for hunters except max. pvp marks but in general they dont care and only look to harm the enemy and/or get nice fights

That might be true but I cannot imagine a situation where a player would discard gold or silver currency won in a fight. They would load it on their ship and thus become a target themselves.

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