Rare Minerals |
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Epidemic
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Joined: 03 Nov 2012 Location: USA Status: Offline Points: 768 |
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Posted: 08 Jun 2013 at 06:04 |
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I excel at price gouging, hoarding and market manipulation...
I just didn't want to have to explore that here. |
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Brandmeister
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Joined: 12 Oct 2012 Location: Laoshin Status: Offline Points: 2396 |
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Posted: 08 Jun 2013 at 04:55 |
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I personally believe that hoarding will lead to a huge price crash in the future. In most cases, the limitation on crafted item production isn't the rare materials. It's the production capacity, because the crafting buildings accelerate production on a much slower curve than standard items (2% vs. 4.5%). Sure, you can specialize to speed things up, but then you've eliminated capacity for all other item types.
I've seen several attempts to corner the market. To date, all have failed. There's simply too much commodity volume on the sidelines, and too much new material flowing in. The only thing that I think has been effectively cornered is Silversteel, because there are only 5 known mines. But if the owners dumped their SS output into the market, the crafting would immediately hit a limitation in fire and earth salts. Also, I think price gouging, hoarding and market manipulation are great fun. We aren't allowed to do that in the real world. If it can be accomplished in a video game, I think that's kinda cool. |
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DeathDealer89
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Joined: 04 Jan 2012 Status: Offline Points: 944 |
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Posted: 08 Jun 2013 at 04:52 |
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Except that some of these resources were made so that a player could get a monopoly on them if they wanted.
Why would would the devs put only a couple high yield mines of silversteel in the game, if they wanted everyone to be able to grab it whenever they wanted? They said themselves the point of crafting/T3 was to cause 'friction' You want to go and remove exactly what they intended.
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Epidemic
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Joined: 03 Nov 2012 Location: USA Status: Offline Points: 768 |
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Posted: 08 Jun 2013 at 03:59 |
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I understand the idea of hoarding, price gouging and setting the market and I know it's pretty easy to do that in this game with some T3 items while the markets are still somewhat stagnant.
I'm trying to make suggestions that'll partially eliminate them and help out in the short term and long term. Most of the T3 items in my inventory came from side deals or the market. |
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Sir Bradly
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Joined: 12 Sep 2012 Location: Canada Status: Offline Points: 228 |
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Posted: 08 Jun 2013 at 03:33 |
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You have to focus what you have in abundance near your cities. I have no mines and no real good rare herbs either. However, I have lots of NPC's. So I harvest hides and send them to centrum. The proceeds are used to buy the items that are not near me.
Pretty simple. I have a pretty diverse and deep collection of rare items. 99% of the items were purchased.
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DeathDealer89
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Posted: 08 Jun 2013 at 03:28 |
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I would say harvesting is already plenty 'click happy' there is no need to make it impossible to tell where you will harvest next.
Even if it was to change, saying other players are better at playing the game than you is no reason to change the game.
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DeathDealer89
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Posted: 08 Jun 2013 at 03:19 |
It was an example of a problem that the players fixed rather than whining to the devs. But you probably already knew that
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Brandmeister
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Joined: 12 Oct 2012 Location: Laoshin Status: Offline Points: 2396 |
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Posted: 08 Jun 2013 at 02:54 |
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I agree, Llyr. I have enjoyed trading for rare resources.
Rill, there are already mobile rare resources in the form of NPCs. Mines and herbs provide some stability, and given the commitment necessary to harvest at scale, I think that's fair. I'm fielding 171 miners in one town, 14 cotters in a second, and 90 herbalists in another. That isn't feasible if the resource vanishes out from under your ownership. There are already mobile herbs like desert flame and snow bells for quickdraw herbalists. |
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Llyr
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Joined: 21 Sep 2012 Location: Ontario, Canada Status: Offline Points: 267 |
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Posted: 08 Jun 2013 at 01:42 |
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I focus on harvesting with both of my accounts. The only useful mineral I have ready access to is iceheart, but there are lots of iceheart mines around. I have a trade deal with another player where I supply him with earth salts (common around my towns) and he provides silversteel, at what I consider to be an extremely generous ratio.
I've never bothered with arterium or obsidian; arterium would certainly be nice but I don't miss not having it, and obsidian is currently useless. If I really wanted either of them I'm sure I could work out another private trade arrangement. None of the other minerals currently have any use at all.
I've given the same answer occasionally in GC to the same complaint: stop thinking that every player has any "right" to each and every rare resource. The whole point of the trade module is to trade. Harvest what you have access to, and trade it for what you don't. And yes, "politics" plays a huge role in all aspects of this game; generally players reap what they sow. A cooperative attitude fosters cooperation. A belligerent attitude fosters belligerence. Either attitude may be appropriate depending on circumstances. But politics is just the art of convincing other people to freely give you what you want, and leave them thinking it was their idea in the first place.
Edited by Llyr - 08 Jun 2013 at 01:54 |
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Rill
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Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 6903 |
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Posted: 08 Jun 2013 at 01:17 |
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Epi, I think this would make more sense if crafted equipment that required mineral input played a more meaningful role in overall strategies. As it is, crafting equipment with rare minerals usually requires another input that is even more constrained, that respawns randomly and that cannot be effectively "claimed" by any single player or alliance. I speak of course of elemental salts.
Having a mix of stationary and persistent and mobile and transitory resources can make the game more interesting. That said, I do think it would be more interesting if some rare resources moved around a bit more. Perhaps if herbs for example reset once a week? I can see where this would be highly annoying to some people who set up their city for specific production, but at the same time I think harvesting somewhat lacks an element of spontaneity and whimsy. It would be fun to wake up each morning (or at least once a week) with the question "I wonder what I'll find outside my city today." Even if there were just random treasure troves that could be collected with cotters that appeared every so often and people scrambled to collect them before they disappeared, I think it would be sort of fun. One could argue that this would make the game too "easy" or be too "random," but I personally think that harvesting as it is currently configured tends to feel an awful lot like having a job -- doing the same thing day after day for the same results. The solution is "just don't harvest," which is what many have chosen. But would there be a way to put a little more fun into it? I think spontaneous generation of transitory resources would add at least some element of fun. People could choose whether or not to participate.
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