Forums » Suggestions

Limit purchases

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Sep 20, 2012 draugath link
Notoriety is worth far more than a shiny bauble.
Sep 20, 2012 TheRedSpy link
savet already has notoriety - so now he wants shiny baubles.. duh!
Sep 22, 2012 Savet link
We need this in some fashion, otherwise there is no dynamic economy. There is currently no reason to engage in player trade, beyond cap-ship stuff and hive drops.

While someone could corner the market on item A, they could not hope to corner the market on all items for any extended period of time, but they could do so for a short time on a set of items, and thus create a demand for player interaction.

I suggest the raven because it's a low cost weapon that is used heavily, and sold at a limited number of stations. It would be an ideal test platform for a resource limitation.
Sep 22, 2012 TheRedSpy link
+100000 for a test using the raven - nothing to lose!
Sep 22, 2012 Death Fluffy link
+1 to using the raven. I recommend using the crafting method to produce the items as the easiest and quickest way to implement.
Sep 22, 2012 Keller link
This is the consumer based economy that some of us have mentioned for a long while now. Have stations consume things to build other things. This generates the demand earlier stated. It also keeps things from going haywire. It also provides incentives to have non-PvP gameplay, something which is sadly lacking, since there are too few traders and miners to make the PvPers happy, thus resulting in the perception that the new players are killed over and over.

Create non-PvP gameplay, and most other things will take care of themselves.
Sep 22, 2012 Pizzasgood link
I happen to agree completely with Keller in this instance.
Sep 24, 2012 SkinWalker link
+1 to Keller. Non-PvP gameplay definitely needs work if only so we can keep new players that don't think they'll ever get the hang of PvP. The game NEEDS more players. Badly.
Sep 25, 2012 redotter link
+1 better content. Bored players quit and dont come back.

I'm getting bored.... if nothing happens soon i'm off to play mass effect 3.. will check in a few months and see if anything fixed.
Sep 25, 2012 Pizzasgood link
A lot of us just play a bunch for a few months, then don't play much for a few months, then repeat. Playing the same game all the time is just boring, even with lots of cool stuff to do.
Sep 25, 2012 Savet link
I recommend implementing in 2 steps:

1. Limit the number of raven purchases per station per hour. Each hour, make more ravens available.

2. Once we find a threshold that meets the demand for the raven, scale it back so that they are consistently running out of stock and introduce some form of resource replenishment that increases availability rate.
Sep 26, 2012 TheRedSpy link
Instead of the above, why not only make them available in certain numbers if a requisite amount of resources are brought to the station, then have the station manufacture them in bundles once the resource demand has been met?
Sep 26, 2012 meridian link
+1 TRS
Sep 26, 2012 Death Fluffy link
I understand and on the whole agree with the suggestions being made. I still think for proof of concept, the simplest solution would be to make them sensibly craftable. That is unless this is something that can be done simply from the developers side of things. It just seems to me that in order to make it work as is being describe, it would require a significant amount of work that would in the end affect all widgets- which is where we want to get obviously, but would not be something that adds to the game until soon(tm).
Sep 26, 2012 slime73 link
Does any of this make the game more fun?
Sep 26, 2012 Pizzasgood link
If knowing that your actions cause a shortage of items someplace else amuses you, or if you like being able to observe galactic activities and draw conclusions about possible trade routes: yes.