Forums » Suggestions
I'm happy with any solution. Whether I have a store front to sell from with my name in neon lights or selling to a shady middleman. I haven't played many mmorg's and certainly none of them as long as I've played vo, but of the ones I've played, they all had a system for players to trade with each other which was a bit more sophisticated than /givemoney & Jettison.
Just remember Pey, I have all of the remote detonators to the bombs I've installed in the X1's you buy from me. Muahahahahahahahaha
Just remember Pey, I have all of the remote detonators to the bombs I've installed in the X1's you buy from me. Muahahahahahahahaha
ladron said Blasphemy! Everything is magically transported from station to station, for the same reason that a station has an infinite supply of everything it sells
Hahaha I spit out my beer when I read that.
That's one of my major issues with Vendetta. If pirates want to blockade a station, nothing happens. If players want to hijack a convoy, there are no repurcussions, no cops show up, no bounty hunters come after them. If a bunch of Itani players invade Serco space, sure the strike forces launch, but no alert goes out on channel 11. Stations have infinite supplies of everything they sell, and the prices are static. Sure, they go down according to a preset algorithm when you sell a bunch of them, but that's all that happens; come back a couple days later and the price is RIGHT back where you left it.
A player driven, realistic economy will take all of these things into account and Vendetta will become a very interesting game, where combat will mean something and there will be a reason to make credits other than to buy replacement ships that you lose in 1v1 combat. Imagine logging in to your favorite station and you can't buy Rev C's anymore because of a blockade of xithricite alloy. People start hoarding, creating bases of operation, and begin to think of ways to ensure that vital supplies of goods make it to their station. Economic warfare becomes very real.
P2P trading would be outstanding as long as it is limited to only being possible when BOTH parties are online. Too many MMORPG's allow people to go into "store" mode when offline, and this ends up being a horrible mess of hawkers selling their crap in popular areas. (Ironically, thereby making those areas unpopular.)
Hahaha I spit out my beer when I read that.
That's one of my major issues with Vendetta. If pirates want to blockade a station, nothing happens. If players want to hijack a convoy, there are no repurcussions, no cops show up, no bounty hunters come after them. If a bunch of Itani players invade Serco space, sure the strike forces launch, but no alert goes out on channel 11. Stations have infinite supplies of everything they sell, and the prices are static. Sure, they go down according to a preset algorithm when you sell a bunch of them, but that's all that happens; come back a couple days later and the price is RIGHT back where you left it.
A player driven, realistic economy will take all of these things into account and Vendetta will become a very interesting game, where combat will mean something and there will be a reason to make credits other than to buy replacement ships that you lose in 1v1 combat. Imagine logging in to your favorite station and you can't buy Rev C's anymore because of a blockade of xithricite alloy. People start hoarding, creating bases of operation, and begin to think of ways to ensure that vital supplies of goods make it to their station. Economic warfare becomes very real.
P2P trading would be outstanding as long as it is limited to only being possible when BOTH parties are online. Too many MMORPG's allow people to go into "store" mode when offline, and this ends up being a horrible mess of hawkers selling their crap in popular areas. (Ironically, thereby making those areas unpopular.)
Leber, any day now we'll have the finished economy, which hopefully will create the situation you've described. Items should be sold in limited quantities, with the price increasing gradually (not exponentially like the profit declines) as demand increases. The flow of goods into stations should also have an impact on the sell prices for finished products.
Soon(tm) it could be as early as tomorrow!
Soon(tm) it could be as early as tomorrow!
The only thing that really bugs me, is that i know huge things are coming, but they won't tell us exactly when, or what prerequisites they have to accomplish before certain updates take place. >.<
Heh. Well, we did agree that we'd rather get the rest of the economy changes in one hit rather than in bits and drabs like the devs were implementing. Our own fault really :) Though I suspect it may be easier on the devs not having to deal with a firestorm every other week or so ;)
I can't wait for these kinds of economic changes, they will add immensely to the game.
The problem with these types of threads also, is after, say 2-5 pages of commenting, we still end up not far from where we started, or extremely far.
For example, how exactly does this idea stand now? Just an idea that the devs will then make another RFC thread about? Or does it have community backing, whereby the players have agreed ore disagreed on this idea, and how exactly will this work?
For example, how exactly does this idea stand now? Just an idea that the devs will then make another RFC thread about? Or does it have community backing, whereby the players have agreed ore disagreed on this idea, and how exactly will this work?
We must have faith in the mighty Incarnate. For he feeds us mana each week to sustain us en route to the promised land of VO vs 2.0 If we follow his pillar we will not will not be led astray. Yay we will be given a game flowing with milk and honey if we will but show patience and play our games within his will. Let us not hearken unto the golden calf of deception. For truly our Incarnate is the one true Incarnate. Incarnate of incarantes.