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Long Ben

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Posts posted by Long Ben

  1. Pick up a book on economics, or maybe read a wiki page on it or something.  Even the strongest Laisseze-faire supporters recognize that some mechanism must exists to protect against monopoly and adjust for the deeply morally ambiguous systems pure capitalism leads to without some sort of accountability.  Pure capitalism left unchecked doesn't remain capitalism for long.

     

    Nowhere in my post did I argue that a monopoly was a good thing for the economy of this game. I find it rich someone so lacking in reading comprehension would recommend me to read a book.  I have only argued that no monopoly exists in the game as had been stated by people in these forums. If you were capable of understanding what it is you read then you would have noticed. Perhaps you might like to take an objective look at the situation and realize that the mechanics to undermine a monopoly already exist within the game and have since day 1.

  2. Taking the extreme approach I see. Replace 1 shipwright with 1% of the population being viable to play "the crafting game".

     

    Example: 5 major clans all get together and decide to divy up the ports between them, they all max out the buy orders and horde the resources for themselves (to boost their crafters who are hunting the 1st rate white whale blueprint) other than a small drip feed that gets through to the public market.

     

    Hemp, Oak and Iron all goes to 800 per unit (as we saw before people were aware European Traders existed).

    Those 5 clans are fine, everyone else is at the mercy of their pricing and effectively banned from ship crafting as their cost for production is never going to be anywhere near the capability for a low sale price of those 5 clans. The huge profits the clans make only serve to further fuel their ability to buy up everything in a nice recurring growth cycle of cash.

     

    A nice system for the people on the good end of it, a total waste of time for everyone outside the bubble. At the end of the day it is a game and they have to attempt to make it entertaining for as many people as possible, keeping some semblance of resource accessibility to prevent inflation runaway is a sensible measure until they bring in the personal resource creation which will promote market competition and undercutting to keep prices sensible.

     

     

    I was arguing as to why that exact feature you just detailed needs to remain. The example is what would happen if it was removed (before player resource production is implemented).

    As you nicely pointed out, it did happen before and could easily happen again if the Euro Traders were removed. Especially for small nations like Sweden that have very limited access to begin with.

     

    That is quite the theory you have there. Since this "did happen before," it makes me wonder how I was able to compete in the past. I've always played solo and never once run into any problems of being able to continue crafting. I suppose we will have to agree to disagree.

     

    In my opinion, if 5 clans are working together to achieve a common goal then they deserve to get ahead for their organization and effort. Why should 1 player be able to match the effort of 100? I do know a couple of crafter's who have been able to boost their crafting level above others, but they have done so by having teammates craft parts for them while they build the ships. In this way they are able spend their crafting hours in the most efficient way possible. Do you also want to see the trading of parts outlawed next? How is it you plan to balance crafter's inside of a clan getting ahead in this way?

  3. Why shouldn't production rise to meet demand?  I am sure you can get it for less than 360, so you can still profit off the backs of your countrymen fighting on the front lines.

     

    I was down at the local pub last night having a drink. I couldn't believe that guy had the nerve to sell me a beer for more then he paid for it. I mean doesn't he know I am his fellow countrymen?

  4. It still is. You just have a small theatre in a global context and incentives for rationality to exist... either prices remain low, or external suppliers take advantage of the local market to supply at their 'best global price'.

     

    No it is not. Player sold goods have to compete with European trader prices now. The devs have put a hard cap on the price of goods. If nothing has changed then perhaps you could explain why hemp was going for $800+ last week in the capital and now it is going for $370?

  5. As of today I am having problem's similar to those in this thread. I can't open any of the chat windows anymore, my friends list does not work, and I cannot use the mail system. Is a fix still on the way?

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