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Decrayer

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Landsmen

Landsmen (1/13)

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  1. It's not .33 cents per day if you don't play daily. The main reason for me to don't play subscription based games is, that they don't have a fine granular measurement of time spend in the game. I don't want to pay 12 euro per month if I only play for 3 hours in 3 days that month.
  2. The last couple of patches introduced serveral production increases for a couple of materials. Balancing a dynamic economy is always a lot of work, especially if the players shall have impact in definining the prices. Instead of having to adjust the amount of production of several goods in the world manually every time people cry about a resource shortage, I would suggest, to implement a self regulating system to do so. If there is a shortage of a certain resource (either global or local), the economy would adjust on a smaller timescale by changing the prices (this is already implemented) and on a larger timescale by increasing the production facilities. The only thing that needs to be done is, to check for a certain harbour, if in the last couple of days the goods of a certain type have been sold out always. Then it would increase the production capacity slightly (maybe start with 10% per day). Also, if one good is not sold out, the production capacity should stagnate or decrease. This solution would scale slightly with the demand, also scales with the numbers of players but still lets opportunities open for traders to make profit from margins and resource shortages. Note: This is just a temporary fix for the resource complaints, I think a much more elaborated simulation model for the economy would greatly increase the whole game, but that needs some more thoughts. It should be created with the goal, that it is stable (self balancing), adaptive (regarding to player numbers) and fun.
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