Jump to content
Game-Labs Forum

Kiefer Cain

  • Content Count

  • Joined

  • Last visited

Community Reputation

63 Excellent

About Kiefer Cain

  • Rank
    Able seaman
  • Birthday August 14

Profile Information

  • Gender
  • Location

Recent Profile Visitors

1,061 profile views
  1. 11 year PotBS Anniversary and New Owners (Vision Games) https://forums.burningsea.com/discussion/104075/happy-anniversary-pirates-of-the-burning-sea#latest The latest statement from the New Owners https://forums.burningsea.com/discussion/104142/vision-online-games-status-update#latest
  2. Haven't played in a wee while (maybe for the reasons you state above... maybe not, lol...). I can't like your post due to some error message, so I will quote and +1 it that way. Been saying this in one way or another for a long time, too. +1 from lil ole Kiefer.
  3. Is it the supply (player or port provided) that is not there, or is it that you are not meeting the prices folks want for their goods? Adjust your price threshold for the apparent market rate and your solution might be found.
  4. Agreed. Thanks for asking about this. I would like to see something beyond just the simple crafting in this game. Player to player econ information via a much more useful trader tool would be nice for starters. An interface inside the port that allows for player listings and orders to be seen by area, region, & map. The pricing histories provide tools for econ players to base their decisions on what to produce and sell (or haul), what to buy and haul, and where to haul to. That data would provide information on trends and product demand. These are essential for merchants to feel like they can make reasonable decisions based on some form of reasonable data. At the same time... the open sea should not be made a safe haven for hauling. Econ interaction with the game should be 90% pvp (the risk of hauling and speculation against other merchants) and 10% (the crafting/labor hour usage) pve content. To be a merchant is not to only craft a product. Anyone can craft (and alt it up). That is the easy part. Merchant work is what separates the crafters from econ players and haulers. Its the what, where, how and who you deal with, that makes a merchant. Quality of life content (mostly info and tools) for merchants is providing just enough carrot for them to take part in the game, without giving them a freebie ride on the open sea. True merchants will welcome risk and calculate based on it. Currently, the cards are stacked against a market inclined merchant from playing the game. There isn't enough information provided for the market merchant. There are the handicapped ship speeds, as Jodgi pointed out. Not enough carrot in the game for me to want to interact with or potentially supply this economy (even though I still log in… lol). Also, less reliance on trade goods. With more tools and info in port, human goods should be what is on those haulers... Merchants want to supply merchants and human players not npcs! If this were so, I would play a total war game. The reward of being a merchant is knowing you are supplying and speculating on an interactive game world and its economy. Maybe even creating haul missions so that the mission is player initiated (and paid for), and combined with a port-based reward (trade marks?) per volume/value-based criteria.. just might incite enough interest in both supplying players in another port, and supplying content for the open sea. Each port could decide on the level of reward (mark or some such item) they will provide to inbound haulers, and that cost would be withdrawn from the port wallet. More generous ports might see more traffic, which would balance out against the increased cost to the wallet. Creating competition among ports to get the goods to their port?..maybe.
  5. In order to have more sheep for the wolves to hunt, the sheep need grass that is worth eating and a knowledge that sheepdogs (real players...) are potentially and capable of coming to the rescue. Econ content/interface is a factor in my not wanting to sail or even play the game. I want to see information that gives me reasonable confidence that my trip to another port is going to be worthwhile. That trip should be made knowing I am supplying or demanding from a player economy, not this npc trade goods- single player game concept... There is zero immersion into this world when I supply/transport a trade good to a port. I would like an economy that relies more on player prices and less on artificial npc prices. There just isn't enough of an econ (it isn't pve) mechanic to hook me into playing the game every night. I don't have the time (right now) to enjoy the awesome pvp content, but I want to be a part of the Naval Action world in the few minutes or hour I have to log in. The NA 'world' requires a herd of sheep. That herd needs content, for the rest of the game to be fully lubricated to run better. These sheep don't always munch on grass. Some of them can become wolves in the blink of an eye... Simply providing price histories and server/region/local price averages/trends would be a great interactive tool for this 'sheep' to start munching on. Many many things POTBS did wrong. The econ interface isn't one of them. Perhaps a review of that game's econ interface would be worthwhile.
  6. I know in real life, hunting done in caged/fenced in areas prestocked with the 'right prey' is shunned by real hunters that enjoy hunting for the hunt- regardless of the antler size or weight of the prey. No skill involved when you know the when and where. More variables are at play on the Open sea than inside an arena.
  7. This proposed system definitely puts all the fights on the open sea. The open sea is where the DEVs want the players. This would do it.
  8. I understand this. Now that we can instantly tell where the pvp action is via combat news. Than providing updated information for traders to confidently set sail is a small price to pay in realism to get them out on the open sea. We want more ships sailing on the open sea. I would rather that this not be another reason for alt accounts, too. We all want more ships on the sea and traders hauling goods, so we have to give traders/market players some more carrot to get out there, the potential punishment for getting caught is harsh enough (a good thing). They not only risk the open sea in relatively defenseless hauler ships, now they risk hauling to distant (sometimes) ports to find out that the long and dangerous trip was for nothing. To spend the time, to arrive at the port and find out it was a wasted trip will kill the econ/trading game for all but the most dedicated NA players. Refresh the tool more often. Give players a reward (if they make it without being caught) rather than frustration.
  9. Put player contracts on the trader tool window. Unless this is possible and I haven't figured it out, yet..? It is much more worthwhile to me when I know I am helping to supply other players (and profiting from) the player to player economy of the game. A history of the recent purchases and sales, too. This would help demonstrate the supply and demand movements and give market inclined players more information to accurately meet the demand for products.
  10. Not 100%, but I like the overall intent of your suggestion.
  11. More information would be better. The market interface and lack of information is struggling to keep me interested. I understand that other game mechanics are demanding more attention, but to develop a successful economy and a market for humans to deal with other humans there needs to be more tools and information presented. Allowing individuals to be able to do more would help fill the current void in the economy with player based goods and content. The game environment's immersion factor depends on it.
  12. What if 'zergs' (or any nation) had to actively use (craft, buy/trade, missions from, patrolling nearby) their ports to retain their loyalty or else the ports move into a neutral state or a state of unrest. Activity based ownership would keep bigger nations busy keeping their interior and/or boundaries tended to, instead of just steamrolling outward.
  13. Was it Hethewill that proposed a system of diminishing returns per the number of buildings or players harvesting a resource? If this were the case, it would be harder and harder for a nation to obtain the resource as each week would reduce the harvest rate as the environment would be depleted of the resource. It would (should) cost more for less production as the supply dwindles and takes more effort to find and/or transport to the ports. As that was happening there would be an increase in demand for it as the supply decreases and the war continues. Another element to think about with the grand balancing act of resource allocation and availability.
  14. I like the overall nature of it. If real players don't visit, trade, do crafting, or otherwise travel by a port it seems logical that the port's 'people' would begin to wonder if the grass is greener with another nation and start to generate some unrest.
  15. I don't like the suggestion, BUT it could be said that it would be a solid representation of a product designed by lobbyists vs. those that know what they are doing or want. Some modern day military boondoggles as an example... lol.
  • Create New...