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BuckleUpBones

Shop, Contracts

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3 hours ago, King of Crowns said:

because we are not a bunch of lazy cucks that want everything given to us. so we go out an get it. instead of waiting for the for the government/devs to give it to us. 

Says the lazy cuck who only sits out on this porch (la navasse) while the worker bees in this clan provide everything for him.  Way to a constructive member of the community.  

8 hours ago, Wraith said:

This has nothing to do with conquest as existing alts have equal access to both production and contracts under either of the scenarios being discussed.  The mechanic that I proposed, however, eliminates one logistical barrier/incentive to having an alt raised by physically needing to be in a port to conduct crafting/econ, as well as eliminates purely dead AFK time of sailing.  Creating live crafting/trading while at sea is just a quality of life improvement that benefits everyone equally, and if you combine that with more player production/contracts and fewer magical, RNG-fed port drops that can be monopolized by those with the most alts and the most time... well, that's a win-win.

Again, I'll reiterate: this doesn't impact conquest at all.  Conquest is currently disincentivized by being able to smuggle, most of us with more than one alt, and the fact that it actually costs you more money and time to raise hostility, capture and pay the taxes on a port than it does to put an alt in a nation and just sit it in the port of interest.  I mean.. look at Cartagena.. when was the last time you saw a port battle there, or at any of the copper ports?  No one cares.

Now if we had a purely clan-based system, where individual clans could choose to 1) leave a port open to all, 2) open a port to your current nation but close it to others (eliminate smuggling), 3) open a port only to friendly clans, 4) close the port to everyone except your clan... Now then you'd have real incentives for conquest (not to mention real intrigue, spying, infiltrating clans, etc.)!  War companies were the best idea to not be implemented.

 

This is the only way to save the game IMO.  In more aspects than just the economy. 

Too many nations.  Not enough players.

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1 hour ago, Le Raf Boom said:

The problem is maybe that the contracts are open-ended auctions, they need a time limit like you know, a normal auction would.

Auctions! ah didn’t think of that, haven't seen that type of trade system before, thanks.

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1 hour ago, Christendom said:

Says the lazy cuck who only sits out on this porch (la navasse) while the worker bees in this clan provide everything for him.  Way to a constructive member of the community.  

I  ventured out of the front porch recently to do some epics. around navase there is about 4 per day that spawn out there.         do we need to talk about your recent constructiveness with USA nation?

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9 hours ago, Marcus Corvus said:

 

Whatever form it takes I am completely on board with of thinking of this as having agents.  No business proprietor of a concern of any size is ever physically present for all aspects.  Being able to access contract activity without actually having to be in the port solves one of the structural contraints the contract economy.

This please this. 

Edited by beagleplease

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My suggestion is that once you are at the top of the log and start obtaining goods this cannot be overridden. The current mechanic is contrary to any real world bid scenario and frankly is just silly. The next guy bidding can bid in the que but not override the current winning bid which is obtaining goods.

Just imagine in the real world you win a tender and get awarded the contract and while midway through fulfilling your obligations somebody (after the tender is awarded) outbids you and your contract gets revoked... 🤣

Limits to contract volumes will reduce exploit of this.

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23 minutes ago, Sir William Hargood said:

My suggestion is that once you are at the top of the log and start obtaining goods this cannot be overridden. The current mechanic is contrary to any real world bid scenario and frankly is just silly. The next guy bidding can bid in the que but not override the current winning bid which is obtaining goods.

Just imagine in the real world you win a tender and get awarded the contract and while midway through fulfilling your obligations somebody (after the tender is awarded) outbids you and your contract gets revoked... 🤣

Limits to contract volumes will reduce exploit of this.

Except with alts you can continuously be “the next person in line,” and backstop your own bids. So contract volumes won’t ever matter.

I actually don’t have a huge problem with the contract mechanism as it is, other than the fact that I don’t think you should pay fees/taxes on goods not purchased/sold. But the problem with supply and demand without a fully player-driven economy is always going to be there unless the devs have a very tightly controlled and deep understanding of the economy.

In my opinion, they haven’t show any interest in this aspect of the game or in getting it right, and therefore it should be fully turned over to the players (see how Albion or EvE’s economy functions as good examples of how this should work).

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17 hours ago, Wraith said:

You're telling me you haven't set up a one-man clan so you have a warehouse (if not, you're missing out on easy storage)? Once you have said one-man clan then you can negotiate with port owners to be "friendly" and be allowed to trade/craft out of them. Easy peasey.

I have indeed. I suppose you have a point there. Fair enough.

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