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Charging for Hubspace

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    Posted: 12 Aug 2014 at 22:49
Considering the nearly constant chatter about the unbalancing effect of permasat accounts, I am surprised there is so much resistance to the idea of changing the status quo of unlimited wealth storage with no possibility of risk. Veteran players and alliances can call upon literally billions of gold and resources, with the only real limits being caravan capacity (which doesnt exist for gold) and the remote possibility of a blockade. Newer players who are unaffiliated with wealthy players who have such access are at a real disadvantage.  
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Angrim Quote  Post ReplyReply Direct Link To This Post Posted: 12 Aug 2014 at 22:19
Originally posted by Miradamian Miradamian wrote:

Also, GM's pointed out early, when hubs came live, that they were temporarily invulnerable to thieving. I thought they would make the hubs vulnerable sooner, but I suspect it is still in their plans since they havent.
it may also be true that they're not sure how to address it. they had planned a peaceful side of BL, after all, until they realised there were no good ways to make it happen.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Miradamian Quote  Post ReplyReply Direct Link To This Post Posted: 12 Aug 2014 at 13:36
What I am about to point out may already have been mentioned, but if you limit storage in a hub (i.e centrum) this will only cause surrounding hubs to fill up when players scatter their goods to take full advantage of hub limits per one hub. Large players have 5 - 12 traders to do this with.

Also, GM's pointed out early, when hubs came live, that they were temporarily invulnerable to thieving. I thought they would make the hubs vulnerable sooner, but I suspect it is still in their plans since they havent.


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Post Options Post Options   Thanks (0) Thanks(0)   Quote Aurordan Quote  Post ReplyReply Direct Link To This Post Posted: 12 Aug 2014 at 04:59
It would probably be easier to just give each hub its own value against theft, possibly with modifiers to race, and just let some of them be more secure than others (maybe based on standing or tax rate?).
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Rill Quote  Post ReplyReply Direct Link To This Post Posted: 12 Aug 2014 at 02:06
I like Angrim's idea, although I'm guessing it would be hard to code.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Angrim Quote  Post ReplyReply Direct Link To This Post Posted: 11 Aug 2014 at 22:49
building on the suggestions of others here, i wonder if this would be playable.
1)  allow thieves to be sent to and quartered at hubs as caravans and traders can be now, from the Trade Hub Orders screen.
2)  count all thieves in residence at the trade hub from all players (see the caveat at 4 below) together as the hub's defence against theft.
3)  allow thieves to be sent to steal from the hub. if successful, select the victim at random. each attempt can only affect one account's assets at the hub (but never the sending player's assets).
4)  one's own thieves in residence do not count against attacks by one's own thieves.
5)  players supplying thieves to secure the hub would gain a bonus their faction standing while the thieves are in place.
6)  players caught attempting to rob the hub would suffer a penalty to their faction standing.
7)  optionally, a new Guard tab could be created for the Trade Hub page logging thieves executed and, if made to confess, the players sending them. this would allow trade-oriented players visibility to any players making repeated attempts on a hub and allow them to take justice into their own hands if the situation calls for it.

to my mind, this would make the security of the hub largely a player affair, allow the hub to take advantage of mutual interest in its own defence, and make well-used hubs like Centrum very secure while keeping hubs on the perimeter of the map feeling much more like the frontier trading posts they most resemble.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Angrim Quote  Post ReplyReply Direct Link To This Post Posted: 11 Aug 2014 at 12:35
Originally posted by Epidemic Epidemic wrote:

Those numbers are chump change for those of us who trade and gather. 2M res can be saved up in a few days...
that is, i think, just the point. this is not a punishing charge for those actually trading; it is only a burden for those taking advantage of the (temporarily, said the devs) situation that trade hubs are invulnerable storehouses.

Originally posted by Epidemic Epidemic wrote:

I have 50k+ of a lot of rare minerals, herbs and animal parts hoping they'll be worth something one day.
raw items with no use in the game should probably be exempted. that would do very little to affect the overall goal of the proposal.

@Rill: i was not including you in my prior comment, but clarification is always helpful. the difference you point out is exactly why i asked for players to make the distinction for themselves. whatever their actual motivation, complete comments like "worst suggestion ever" and "i dislike this idea. end of discussion" do very little to enhance the conversation. Epidemic has since come back to expand on his thought, so i stand by my request.


Edited by Angrim - 11 Aug 2014 at 12:43
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Ficho Quote  Post ReplyReply Direct Link To This Post Posted: 11 Aug 2014 at 09:52
Demolish all faction hubs, and make an option for alliance's trade hubs.


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Post Options Post Options   Thanks (0) Thanks(0)   Quote Albatross Quote  Post ReplyReply Direct Link To This Post Posted: 11 Aug 2014 at 09:35
Originally posted by Epidemic Epidemic wrote:

Originally posted by Albatross Albatross wrote:

The trick is finding something simple and understandable.
...
Those numbers are chump change for those of us who trade and gather.
...
No way is this game going to penalize players who actually play it.
Fair enough; I was seeking some possibly workable ways of satisfying the OP, rather than thinking about game balance. All the posts added up here seem to form a balanced view.

Again, it's one of those edges that doesn't look right to some players. There will be lots of those, with a game that has some features in common with reality. Some will want it simple, others revel in complexity, others want it real, and so on, but the 'right' answer is 'balanced and fun', sometimes foregoing the others.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Epidemic Quote  Post ReplyReply Direct Link To This Post Posted: 11 Aug 2014 at 08:59
Originally posted by Albatross Albatross wrote:

The trick is finding something simple and understandable.

Here's a mechanism that's not quite simple enough:
  1. For quantities over:
    • 2m basic,
    • 500k advanced and basic harvestables, and
    • 25k others
    ...require that a holding fee be paid, by quantity, from Hub-stored gold.

  2. "Keep up payments, or we'll bin it"

  3. Monthly bidding for large amounts of space above these quantities seems like an additional dimension. Hubs have a defined limit for this.



Those numbers are chump change for those of us who trade and gather. 2M res can be saved up in a few days, if I only had 500k adv. and basic harvestables i'd petition the game and tell them to find my missing millions! and 25k for others? I have 50k+ of a lot of rare minerals, herbs and animal parts hoping they'll be worth something one day.

No way is this game going to penalize players who actually play it.


Edited by Epidemic - 11 Aug 2014 at 09:00
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