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Completely agree with you Hugo.  This would be improve the game economy a lot.

 

Traders from hostile nations were more common captures than warships. Only traders from non belligerents were safe.

 

We need this changes and less Port battles.

Edited by Marques

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Please dont forget about pirate problem.

They cant enter neutral ports, nobody can enter pirate ports if he is not a pirate. That will make pirate economy closed one from any other nation intervention.

So basicly pirates wont be able to sell their stolen goods to neutral ports, any ships, modules, etc. etc.

Maybe allow pirates to sail into neutral ports only in trader ships?.. or some small ones? Not sure.

Thats why we need 'Deliveries' taken out of the game so we at least could capture traders with the goods :)

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About economy, we can see in the history of Caribbean that many cities are not as important as others who have a lot of business. Sugar plantations for instance.

I think would be mandatory to trade with sugar, so was the most wanted and valuable resource bring to Europe.

Cities or land that had been producing and sold the sugar were the richest ones.

 

Regarding that point, a possible improvement in Naval Action game would be the "complete domination of conquered ports". Not only to win the Batlle port.

So as a player you must increase the real economy in these cities, if don't you lost them. I mean, only to win the Port Battle wouldn't be enough to rule a city. You should need a minimum of trade and ship's traffic in this port in order to generate his economical progress. If doesn't happened the cities would be automatically returned to its original settler.  (map-game first owner about 1700).

 

In the history many times a city is conquered , but if you did not have land armies or local population holding this position, in a few months the disease and lack of food will be doing weak the city, and natives from the inner lands will recover the city control quickly. I mean city was reconquered automatically by the "IA" in the game. In this way if you don't keep ships, resources and continuous access to the city, (that means a healthy economy) the port are coming back in a few days to their original owners . ( Spanish, English , French , Dutch, American, or Dutch )... In this way it would be most difficult to conquer Charleston or any capital city faraway your sphere of influence because you have to care it as well.

 

This solution provides the best situation of the Cities-Game on the Caribbean Map, that right now need to be more historical .According to the XVII and XVIII Centuries.

 

I think this is very important for many players and would fix a big error, that is the current swiftly-changing city map in the game.

 

Thanks.

Edited by Marques
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UI Suggestion:

 

An outpost screen where you can see what you have in your various warehouses, so you can check what you need to buy etc?

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Crafting ships has become such a focus only because there is not alot for traders such as myself to do in this very early stage of NA's development. 

 

Once more features are added, and more ways for 'economy' players such as myself have to spend their playing hours, the ship crafting concerns of many players should subside.

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Hi,

 

With today's update, carriages have been introduced in ship crafting. But there is IMHO a problem with the crafting materials needed. I think that it requires too much iron fittings. For a Snow "dp" (what does the "dp" mean plz?) it takes 100 iron fittings. I'm playing in french nation, and iron is not an easy ressource to find (right now i find it in Sale-trou). Maybe you could reduce the overall amount of iron needed, or reduce the amount of iron fittings to craft carriages. But that's only my opinion, and there may be some reasons to demand so much iron to craft a ship. I also think it takes too much labor hours, i had 356hrs when i started to craft the needed components for carriages, and haven't been able to finish to craft 26 carriages, wich are only a part of the crafting needed for the ship.

 

Sorry for my bad english.

 

Anarcke

Edited by Anarcke
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No clue why the game needed those carriages - more labor hours to burn, more bulk materials needed. And the amount of Iron Fittings ... simply LOL, its getting ridiculous.

 

Could the DEVS please hold back on changes to the crafting system until they are ready to implement something worthwhile instead of making piecemeal changes that turn it worse and worse?

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hello.

 

For those who remember POTBS, who doesnt, the echo system was, at release, excellent. As a trader,builder You were never out of work (until they made it free to play and other stupidities) and You did good earnings too.

 

Few things Ive noticed about NA as a beginner in Danish territory:

 

1) Captains at sea can hire ships to their disposal. What if we could hire trade assistants and command them to journey ports to achieve market prices? Either that or shorten the teleport time btwn outposts or perhaps make it dynamicly dependant of distance you wanna teleport?

 

2) Doing some traderuns, only 2-3  objects in 3-4 ports gave enough earnings to justify the travels btwn them. All other object prices at market was close to static regarding resources in Danish territory. Suggestion:Bring in AI to make more dynamic into market unless this dont change after wipe

 

3) 1 trader with a trading Snow was able to switch an object from earnings to no earnings in buying. What will happen when even more player joins after wipe?. Suggestion: Increase total capacity of number of each object by 10-100 times

 

4) You earn no xp as trader or craftig. Suggestion: Set xp earnings for trading and crafting equal to what You might earn doing missions/boarding/sinking ships pr. hour.

 

regards

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No clue why the game needed those carriages - more labor hours to burn, more bulk materials needed. And the amount of Iron Fittings ... simply LOL, its getting ridiculous.

 

Could the DEVS please hold back on changes to the crafting system until they are ready to implement something worthwhile instead of making piecemeal changes that turn it worse and worse?

Its probably because nobody wants 500 1st rates sailing in very first month after release.

Or maybe.. since now everyone targeting ports with gold they making iron ports also important.

I would say they could make that you need some specific resources for each ship. More gold for line ships, more iron for gank ships, more cooper for trade ships etc.

This way all ports would be equally important.

Edited by Toothless Jack

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I've only been playing a few weeks but have spent most of that time working on understanding the crafting system. On the whole I think it's quite good, the number of materials and ingredients seems about right and the relationships between them make sense. One thing though that I think needs work is the crafting notes, I understand they were recently changed but I think they're still not quite right. 

They're a one size fits all choak on crafting. A small ship module needs as many crafting notes as an entire 1st rate and while the extra expense is fine for a large project like a first rate why would anyone ever make a mastercrafted lynx and sink 100K worth of notes into it? I think it would make more sense to make individual crafting notes cheaper and make the number needed more variable so different goods can have different amounts. So a set of boarding ladders would take 4 for mastercrafted and the 1st rate could need 40.

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I've only been playing a few weeks but have spent most of that time working on understanding the crafting system. On the whole I think it's quite good, the number of materials and ingredients seems about right and the relationships between them make sense. One thing though that I think needs work is the crafting notes, I understand they were recently changed but I think they're still not quite right. 

They're a one size fits all choak on crafting. A small ship module needs as many crafting notes as an entire 1st rate and while the extra expense is fine for a large project like a first rate why would anyone ever make a mastercrafted lynx and sink 100K worth of notes into it? I think it would make more sense to make individual crafting notes cheaper and make the number needed more variable so different goods can have different amounts. So a set of boarding ladders would take 4 for mastercrafted and the 1st rate could need 40.

Or just get rid of Crafting Notes and just boost the ressource need for better ships. So a Mastercrafted Lynx do not need 9 Ruder Parts but 30 or so.

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Yeah I thought about that too but in a way the crafting notes make more sense. To make a better quality item it doesn't take more materials, it takes better materials, more time and better craftsmen. The crafting notes are essentially paying for better craftsmen to work on your item. They're made from gold coins after all :)

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What the goodness is the BP suffix on everything?

 

BP = Blueprint

 

No idea why that was added though since it confuses more than it explains. An attempt at clarifying something that didn't need clafirication, it seems to me.

 

 

 

Either way I like the addition of carriages. Iron is now a very important resource for making ships, and with the massive increase in crafting hours and material costs (for example the Surprise went from something like ~900-1000 to 2200 crafting hours, and iron alone makes up ~40% the material cost for a live oak Surprise) people can't just spit out frigate-class and line ships like nothing. Losing large ships will be felt, since it's no longer maybe a 50-60k frigate-type you lose, but a 120-160k one (and that's excluding any cost for crafting notes for better quality ships), and earning the money to buy a new one and especially the crafting hours to make a good one doesn't come easy.

 

Hopefully this will have a good impact on contesting for resources, and it might also reduce the ship size for "roaming PvP", encouraging people to go into privateers, pickles, lynxes, cutters, yachts, and maybe brigs and snows for some random PvP runs, and larger ships will more often be limited to more coordinated efforts where you don't as willfully endager them.

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Just wait.. cannons will need to be crafted next I bet...  and I am willing to bet they will need a lot of iron (or whichever metal you choose..  brass coming??) and consume as many crafting hours as the carriages.

 

I don't think the carriages were just dropped in half hazard.. I am willing to bet it was part of the plan all along.  It just came as a bit of a shock to those of us in alpha due to how easy we have had it 'for testing purposes'

Edited by John Wilkes

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Just wait.. cannons will need to be crafted next I bet...  and I am willing to bet they will need a lot of iron (or whichever metal you choose..  brass coming??) and consume as many crafting hours as the carriages.

 

I don't think the carriages were just dropped in half hazard.. I am willing to bet it was part of the plan all along.  It just came as a bit of a shock to those of us in alpha due to how easy we have had it 'for testing purposes'

 

This.  There are some interesting changes coming to crafting and shipbuilding.  Stay tuned.  :)

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Just wait.. cannons will need to be crafted next I bet...  and I am willing to bet they will need a lot of iron (or whichever metal you choose..  brass coming??) and consume as many crafting hours as the carriages.

 

I don't think the carriages were just dropped in half hazard.. I am willing to bet it was part of the plan all along.  It just came as a bit of a shock to those of us in alpha due to how easy we have had it 'for testing purposes'

 

They can always tune the labour hours. For example the small, medium, and large carriages now need 15, 20, and 25 hours respectively. Plus the materials. They could drop that to almost nothing to compensate for needing to make the cannons. They could also reduce the labour hours per finished iron fitting to make the material more accessible hour-wise.

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Here is an idea to kill several birds with one stone.  Ships could only be built at shipyards.  Shipyards would come in seven sizes, corresponding to the rate of ship they can build.  So a 1st rate yard could build any ship in the game, a 5th rate yard could build 5th rate ships and smaller, and so on.  A 7th rate yard could only build 7th rate ships.  At the start of the game only capitals would have 1st rate shipyards.  Regional capitals would have 7th rate shipyards.  Other ports would have none.  Players could upgrade shipyards or build a new one in a port which did not have one but at an enormous cost in gold and material.  There would be a limit on the size of shipyards that could be built or upgraded.  Outside of a capital, the largest would be 3rd rate.  Pirates could be limited to 4th rate (or whatever size was deemed appropriate).

 

There are several advantages to doing this.  It would help to limit the number of 1st and 2nd rate ships.  It would slow down the inflation of ships by making higher rates less common, more expensive, and slower to appear in number.  And it would limit pirates from sailing SOLs without complicated rules that don't apply to anybody else (as discussed on another thread).  It would also give economic-oriented players something more to do, while introducing another strategic element.  A port with a shipyard would be a prime strategic target, and would have to be defended.

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They can always tune the labour hours. For example the small, medium, and large carriages now need 15, 20, and 25 hours respectively. Plus the materials. They could drop that to almost nothing to compensate for needing to make the cannons. They could also reduce the labour hours per finished iron fitting to make the material more accessible hour-wise.

 

But why would they?

 

If they wish to extend the game, and increase the costs to acquire ships...

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But why would they?

 

If they wish to extend the game, and increase the costs to acquire ships...

 

Because the costs may prove too high and cause a range of ships (say... 4th-6th class) too unattainable and basically break the PvP with ships too expensive to be used in required numbers. However things like this are slow to detect, and it may take half a year to gather enough data on the actual effects (got to give people time to adapt) to have an idea about what the next tuning of the crafting system should have.

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hello.

 

For those who remember POTBS, who doesnt, the echo system was, at release, excellent. As a trader,builder You were never out of work (until they made it free to play and other stupidities) and You did good earnings too.

 

Few things Ive noticed about NA as a beginner in Danish territory:

 

1) Captains at sea can hire ships to their disposal. What if we could hire trade assistants and command them to journey ports to achieve market prices? Either that or shorten the teleport time btwn outposts or perhaps make it dynamicly dependant of distance you wanna teleport?

 

2) Doing some traderuns, only 2-3  objects in 3-4 ports gave enough earnings to justify the travels btwn them. All other object prices at market was close to static regarding resources in Danish territory. Suggestion:Bring in AI to make more dynamic into market unless this dont change after wipe

 

3) 1 trader with a trading Snow was able to switch an object from earnings to no earnings in buying. What will happen when even more player joins after wipe?. Suggestion: Increase total capacity of number of each object by 10-100 times

 

4) You earn no xp as trader or craftig. Suggestion: Set xp earnings for trading and crafting equal to what You might earn doing missions/boarding/sinking ships pr. hour.

 

regards

This,

 

The POTBS economy was just excellent. I suggest do the same with NA.

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Well after building some small ships in the new economy I really think the price of the NPC offered ships needs to go up. With the new carriages being added the cost of production is about 30% higher than before and the NPC's prices for basic ships are too cheap.

Also with the new XP rate folks are playing in small ships for longer now it would be nice to be able to make some higher quality ones to sell but with the crafting note cost I cant see how folks will bother buying them. Why pay 30K for a green cutter when you can stick with a free one? On top of that the only benefit of the crafted ships is the upgrade possibility but upgrades are expensive so I'm guessing most folks wont bother spending the money to upgrade a lowbie ship. It kind of makes the low level crafting pointless even at this point when everyone is in low level ships.

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The hours and materials needed - and costs - are way to high for the low end crafting side. As Thrudd mentioned, noone is going to bother building those ships in any useful quality and selling them just isnt worth it. Its a time and res sink.

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Articles of Insurance would be a good inclusion for traders and merchant ships, different criteria for payment, and other options along those lines....

 

e.g. Trader must have at least 1 escort - would lower insurance, encourage players working together, if the trader is attacked and the escort ship is not present when the battle ends, then the insurance isn't paid.

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