Architect Archive
Thread: A Miners Message: Sent To Thunderheart
/salute
Redguard wrote:
Having worked metagame mechanics from a live action game I'll just state the following and make a few comments.
Not preventing something in game is not an endorsement/approval of the behavior in question.
You can convince yourself that in a game where each account has usually has one character per server and where each character is only given 10 lots that having access to 100's of lots is an acceptable practice. You're deluding yourself and unfortunately this behavior is going to cause alot of grief for people that play the game as it was intended.
You cannot convince me that if players such as yourself were not selling resources that the economies would buckle because of a lack of resources. If anything the economies have been diluted by the overproduction of resources. Cost and value have little to do with one another anymore because what was once something that was rare is now common because of the extra harvesters pouring out massive quantities of resources.
Not all that long ago I used to believe that harvester certs were a bad idea. Then I took a walk through eclipse and saw several harvester farms that were literally kilometers in area. I then realized that if i were to be a crafter on that server I would be screwed for the following reasons access to my resources would be limited, there would be a limited number of suppliers thus I would be paying more for my resources and finally I would be in competition with crafters who have resources in such abundance that i could NEVER hope to compete with them.
I'm probably taking a very unpopular point of view among some of the crafters and resources gathering folks but I know that the lot swapping and resource dumping have to stop because they are not good for the game as a whole.
RotorofCorRng wrote:
Cross server lot trading sucks and it is an unfair advantage over those that dont have the time or are new. I hope they make it impossible for you guys that take such advantage of an obvious unintentional way to overpower a portion of the game.
Message Edited by RotorofCorRng on 06-09-2004 06:27 AM
LonelyGhost wrote:
IMHO, This is exactly what the Devs want! THey want more people involved in all areas of the economy! Instead of 5 people providing 80% of the resources to the entire server, they want 500 people providing the same 80%. Instead of 5 master WS making a combinedthousands of guns a week, there are 500 WS making hundreds of guns.
One of the issues, well, one of the words used, was monopoly. Rather than debate if its even possible, lets just take it at face value *as proof of the Devs mind-set*. The word monopoly implies very few (or single) people or groups dominating one or several marketson the whole server. Again, its not important to debate if this is true, if it is good/bad, etc... The point is that the Devs seem to have taken issue with this.
There are 2 things in existence that, IMHO, have allowed for this belief to grow in the Dev's minds.... Human dedication and perseverance, and the flow of resources. Without either one of those 2 things, the "feeling" of a monopoly the Devs have fixated on would not exist.
I dont expect them to act on any of the rumored admin nerfs in the near future. If they were smart, they would wait till after P9, and start watching the resource market really closely. I am already in planning for a new source of income. I do not expect my mining business to exist in its current incarnation after P9 hits Live. I will still run things for a few weeks, if anything, to stock up on stuff before I pack it in. I'll still run a normal, small-time mining operation, but probably only to supply myself with resources to craft with. I'm keeping some options open.
Any economic system that requires active participation by players is probably going to be pretty detrimental to casual players. A community system like what you're talking about requires time to build trust relationships and business arrangements that casual players won't be able to participate in very well.
While lot trades have contributed greatly to the supply of resources, I think the ability for any class to harvest is probably just as significant. It's like any random person could start a moisture farm on Tatooine and succeed wildly.
In a player driven, free market economy, one can only expect that there will be a multitude of levels in the continuim of crafters and all businesspeople. I was under the impression that the Devs would understand this when they created such an economy. Absent artificial controls, one can only expect there to be some who succeed on incredible levels. In other words, the cream rises to the top.
In a way, it's not a lot diferent from PvP or any other system. Some will be the best if there is any variability in how the system works. I think that's why many play games of this nature actually. There is a certain segment who will do what it takes to be "the best" for it's own sake.
So the question becomes, is there too much variability, therby creating a stratification that is too wide ?
Message Edited by ColForbin13thIr on 06-12-2004 09:07 AM
ZallusNuranxis wrote:
I think you're still not following the "spirit of the game" by having alternate accounts. But that could be just my opinion
A) make a cert for Med and Heavy
B) give only admin rights to the creater
Ouch....get ready guys, it's gonna hurt. But it is the only thing they can do to stop the exploit.
And you think that is gonna hurt, ppl who got merchant for venders then dropped merchant, nope, your venders are gonna go bye bye, 3000 items on venders, nope, 150 items on venders, no more storing items on venders, bye bye.
We are in for some big changes, just be ready for it.
Squiders, Radiant
Weaponsmith, armorsmith, merchant, master artisan, scout, medic