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Resources slots bigger than 10000


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25 minutes ago, Teutonic said:

Which I think creates the current "we have 'unlimited' resources feeling.

I bet if assets were wiped now, there would definitely be a lot of fighting. I suppose we have to wonder if 3 months down the line after an asset wipe, what would it look like.

I think it comes down to the problem where people with alts in different nations can just easily create contracts for rare resources. It makes one side not have to fight for ports or resources. Which is why the suggestion to allow clans to control who can buy stuff from their ports was, in my opinion, a good suggestion.

And also about doing clan control of the trade.  I agree I think it's going to be very interesting when a wipe happens.  Just a resource wipe I think would have folks fighting a lot more.

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I would love a RNG mechanic of periodic loss due to a “catastrophic hurricane in the Caribbean”...  not necessarily full wipes, but enough to keep things from getting stagnant.  

Hell, even Sid Meir’s Pirates used RNG diplomacy to keep things interesting.  

“Oh no, Captain! The dreaded dung beatles are especially bad this year. Teak wood will not be produced for available for 30 days”.

”Oh no, Captain!  A hurricane has hit the area.  You’ve lost 75% of each stack in your warehouse”.

Keep things dynamic.  

Edited by Vernon Merrill
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8 minutes ago, Vernon Merrill said:

I would love a RNG mechanic of periodic loss due to a “catastrophic hurricane in the Caribbean”...  not necessarily full wipes, but enough to keep things from getting stagnant.  

Hell, even Sid Meir’s Pirates used RNG diplomacy to keep things interesting.  

“Oh no, Captain! The dreaded dung beatles are especially bad this year. Teak wood will not be produced for available for 30 days”.

”Oh no, Captain!  A hurricane has hit the area.  You’ve lost 75% of each stack in your warehouse”.

Keep things dynamic.  

I have never played an MMO that had a decaying like resource. A single player game? Sure, but it just doesn't add anything positive for an online multiplayer game. I suppose minecraft or any type of survival type mmo game has some type of decay to tools or resources. But that is a main feature to the game.

I personally think adding decay would be really poor for the game. It wouldn't help the core of what the devs want Naval Action to be - a game primarily focused on the battles between ships. We aren't a survival MMO here.

Edited by Teutonic
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16 hours ago, Vernon Merrill said:

How do expect to have an "economy" if there is only "supply" but no "demand"??

This is the problem.  But the warehouses might be the wrong lever.  I'm not saying it doesn't aggravate things but its not the core of the matter.

Several Econ 101 structural issues.  Which appear to be an afterthought in patch design.  This is not exhaustive.

1) Game mechanics compete DIRECTLY against player production.  This is most obvious in ships and repairs.  Thank you to @Jean Ribault for pointing out the latter item.  Crafters for sale build ships.  And buy resources to do that.  If they can't make money selling ships, resource purchases are limited to what they need to build them for their own use, or for a clan.

2) Players (the base as a whole) have an asymmetric relationship to the market.  With alts and the admiralty DLC players have the ability to sell and avoid buying much, if anything.  There are not enough different types of necessary buildings in the game at present to mitigate this.  In principle I like the idea of decay, but decay and warehouse reductions fix nothing if the player has the ability to restock at will.

This wasn't noticeable when it was just the alts.  It ought to be blindingly obvious now.  Contract markets in the US pretty much crashed after the DLC release.  It's settled a bit and there's still activity, but a good deal less than before. 

3) The Euro Trader throttles returns on player-produced resources to well below that of dropped trade goods when the labor hours are factored in.  This significantly reduces the incentive to produce for sale.  It clobbers the demand side.

4) The necessity to put into port to see contract activity stovepipes player-to-player transactions inside of ports that are already populated.  @Wraith has a good take on this but at a minimum, contract activity ought to be on the same footing in the trader tool as the port stock.  Kludges like the ET wouldn't even be necessary if seller contract activity was visible.

I am hoping the economy re-balance addresses one or more of these. 

The player-to-player economy could probably tolerate one of the above.  Or one and a half, which was sort of the case before the DLC releases.

But certainly not all of them.

Edited by John Jacob Astor
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2 hours ago, John Jacob Astor said:

I am hoping the economy re-balance addresses one or more of these.

I am also hoping the Economy patch addresses a few issues. However in many MMO the cost of materials often are higher then the price you can charge for a finished product as the materials are often used in learning a skill/crafting thus having a higher demand then the items you can make with said materials. More common when you have materials needed for certain skill ranges and then becomes obsolete once you progress beyond them but still applies here somewhat.

We don't have same effect here since many resources are needed for many kinds of ships but still its often easier to make money by hauling Trade goods then resources as you can sell trade goods to a port at a fairly fixed price and fast, and resources require you to either have a buyer lined up or fill contracts or set up a contract.

This is a common problem, and one that is not easily fixed as players will pay what is needed to progress in crafting level, but our ship crafters that start out with crafting smaller ships do not have such a huge market to sell them into since DLC ships was introduced. (And it was not that big before either) But DLC ships hurt them since selling to port is not a good way to make a profit.

And with the current cap of contract at 10 its hard to deal in resources unless you specialise and then players will moan that you charge to much anyway despite the time and cost required to get the products the where people want them, citing that it only cost Z to produce them in a building so why are you charging 2xZ?

 

 

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There's no shipping around except conquest driving or zones fight for the sake of fight( patrol / capital ).

Lifeless. We need nothing else really. Everything has been harvested. So sit in port and wait.

But that's our own doing. The rush to rear admiral, the rush to own everything and fill warehouses so there's no need to sail for 2 years. We do not really want to play a game that delivers the age of sail experience if at the expense of our own belongings. Correct ?

Anyway, let's not be literal in some assumptions.

On example, real one, of the caribbean was that silver mines, for example, would be exhausted.

Maybe it is not the player warehouse that gets hit, but the amount of resources that could be made available.

But let's not touch the established comfort. All that's left is void conquest to fuel caribbean news board.

The players that still try to play age of sail keep to themselves and silent most of the time.

So I propose to remove any need to do anything. Have all players have everything at all times. Everyone will be happy and nothing else matters. Loss is of no consequence and joy will fill the world with battle occurring everywhere at all times with no concerns if one wins or loses.

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4 minutes ago, Hethwill the Harmless said:

There's no shipping around except conquest driving or zones fight for the sake of fight( patrol / capital ).

Lifeless. We need nothing else really. Everything has been harvested. So sit in port and wait.

But that's our own doing. The rush to rear admiral, the rush to own everything and fill warehouses so there's no need to sail for 2 years. We do not really want to play a game that delivers the age of sail experience if at the expense of our own belongings. Correct ?

Anyway, let's not be literal in some assumptions.

On example, real one, of the caribbean was that silver mines, for example, would be exhausted.

Maybe it is not the player warehouse that gets hit, but the amount of resources that could be made available.

But let's not touch the established comfort. All that's left is void conquest to fuel caribbean news board.

The players that still try to play age of sail keep to themselves and silent most of the time.

So I propose to remove any need to do anything. Have all players have everything at all times. Everyone will be happy and nothing else matters. Loss is of no consequence and joy will fill the world with battle occurring everywhere at all times with no concerns if one wins or loses.

Do I sense a little sarcsam?  :)

But in that vein, let's bring back multi-dura too while we're at it.  Only let's do it right this time, and make it at least 10.  And upgrades don't sink either, of course.  :D

On a more serious note, I agree age of sail purists do tend to keep to themselves more often than not, IMHO.  Or play on pve server.

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1 hour ago, Hethwill the Harmless said:

There's no shipping around except conquest driving or zones fight for the sake of fight( patrol / capital ).

Well then.  Let's get some shipping on the water.  Let's stop treating upgrades like they have no mass and put them in the hold where they belong.

Then all the raiders with the upgrades can chase each other around the resource drop ports.  A good bit of the current green zone argument might away.

 

1 hour ago, Hethwill the Harmless said:

But let's not touch the established comfort.

Oh wait a minute.  I forgot about this.

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