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Jinxus

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Everything posted by Jinxus

  1. That is to some extent true, although i am quite sure the "Officers" part of crew management was actually what prompted a lot of those votes, no word on officers here at all though. Anyway, even with all the votes there, the majority of votes still went into categories related to the economy (trade, contracts, resources and so on). Which i think, along with the hundreds of forum posts about the economy, crafting, trading and related subjects, speaks volumes about what the playerbase wants. Yet the only word on any of this in the update is three lines of "Meh.. maybe next patch, havent quite made a plan for that yet". Dont get me wrong, i am very psyched about the game and appreciate the hard work that the devs put into it, i know it takes time - the crew management system looks like an improvement. But its still mainly just tweaking numbers/timers on existing systems. I would still argue that getting core systems implemented and working is of critical importance for the success of the game as a whole. The final game experience is gonna rely heavily on how well they implement the whole open world economy/trading/crafting aspect of the game. I dont know much about the dev team, but with the very large cash infusion from going early access, they might want to think about bringing in someone who has experience building these large scale economies in an online game. Cause it sure as hell is not an easy task and its not gonna be worked out just by tweaking supply/demand numbers and/or adding some player production buildings on top of a broken system.
  2. It's nice with a bigger patch and all, but i am still concerned that the developers are focusing their energy in all the wrong places. The economy system is in ruins, literally a sinking ship. This is one of the core structures for your game, if these do not work - tinkering with other small changes and adjustments is rather pointless in my opinion. It's like trying to improve the sails on a ship that has an enormous hole in the bottom. You keep throwing out emergency tweaks, adjusting supply for various resources and so on while it is painfully clear that you are only treating the symptoms of an underlying system that does not work at all. Get to business brewing a solid plan for the core gameplay mechanics, implement them. Then start working on smaller less important things like adding new ships or tweaking various rewards and timers. On a side note, keep up the good work, the game is gonna be awesome! TL:DR Focus all efforts on getting the basic core gameplay fixed/implemented. Then work on polishing stuff.
  3. You know why most MMO economies dont work and they constantly have to come up with more and more goldsinks to try and fix the sinking ship? Because there is no factor of loss in most MMO's, at all. If players never lose resources unexpectedly, but constantly gain them. The economy is broken right off the bat and will never reach any stability. It's not like its that hard to move about as a trader without getting boarded constantly, the ocean is big. Besides, there is always the PvE server for people who for some reason want to play a game without risk. Which in my opinion is a game without point.
  4. Teleporting with a full cargohold should not be a thing. It takes away the whole premise of an open world PvP game if the traders can just teleport a full hold of goods with zero risk of being attacked. Having to actually do the journey with a full cargohold of valuable goods opens up wonderful opportunities for fun PvP encounters, you might find yourself hunted by pirates, trying to outsmart and outmaneuver them and so forth. Being able to just go somewhere, fill your cargohold and then just click to transport the entire thing back to safety seems completely ridiculous, at least on a PvP server. It eliminates all the risk and leaves only the reward. TLDR: Just make it impossible to teleport with cargo (or at least make a weight-limit so you cant do it specifically to transport tradegoods). Add a warning that if you do your cargo will be lost, just like the warning that already exists when you try to leave a battle without taking your loot. Problem solved.
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