Forums » Suggestions
Buy prized/expensive things from stations
This was said in the thread https://www.vendetta-online.com/x/msgboard/1/30657?page=2 --"The problem is that in the current system there is nothing that can get billions of credits out of the economy. The transactions with really high costs are all p2p, and that money stays in the player economy. Credits only leave the (player) economy when players buy stuff at stations, and nothing there costs anything that makes a dent in their coffers. Trident insurance is costly, but I don't think anyone is going to lose their dent a couple thousand times."
And I was thinking-- what if certain rare/valuable items were bought and sold by the stations, for a similar price to what they are now traded for between players? I don't think all items (like bot drops) should be traded by stations, because player trading is fun, but only a couple. For instance, Serco stations could pay a nice price for Itani station guard LENBs, and sell them for a small profit. And vice versa.
And I was thinking-- what if certain rare/valuable items were bought and sold by the stations, for a similar price to what they are now traded for between players? I don't think all items (like bot drops) should be traded by stations, because player trading is fun, but only a couple. For instance, Serco stations could pay a nice price for Itani station guard LENBs, and sell them for a small profit. And vice versa.
This does not have to be complicated: have Corvus stations sell various crafting components for tridents at significant price-points.
Not much else is going to be an effective credit sponge, and without one the only other viable option for making credits *worth* something again is either a severe haircut on character credit balances or an outright reset. However, there's no point in adding credit sinks like that until there's a realistic economy where earning credits is hard; even with the nerfs to in-system weapons trading we're probably not there yet.
First make it harder to earn large sums of credits without significant risk. Then crush down existing player credit balances, with sponges people will actually buy, and/or a haircut or reverse split for credit balances above X credits.
Not much else is going to be an effective credit sponge, and without one the only other viable option for making credits *worth* something again is either a severe haircut on character credit balances or an outright reset. However, there's no point in adding credit sinks like that until there's a realistic economy where earning credits is hard; even with the nerfs to in-system weapons trading we're probably not there yet.
First make it harder to earn large sums of credits without significant risk. Then crush down existing player credit balances, with sponges people will actually buy, and/or a haircut or reverse split for credit balances above X credits.
No one is going to take kindly to their credits being split. There are a few players with billions. I sure wouldn't take kindly to it, and the most I've ever had to my name at once was 23mil
I would be very unhappy if someone took away my credits, or "reset" them, no matter how filthy rich I was. But adjustments to the economy, whether it's more expensive stuff to buy, or more difficulty earning, or both, would be cool.
Lots of things piss people off re: changes to the game's status quo, but they're generally necessary. Currently, credits are not a functional in-game currency because players do not value them, and this in turn greatly hampers functioning of the economy.
The more I think about it, the better a reverse split of all credits above...let's say 100 million...looks. For every 1000 credits over 100,000,000 that a character has, they will receive one shiny new credit. This would cost many of us a lot of credits, and some of us billions of credits...but it'd hugely improve the economy while retaining the existing relative monetary positions among rich players.
But again, probably need to spend more time reducing credit input into the game before worrying about that.
The more I think about it, the better a reverse split of all credits above...let's say 100 million...looks. For every 1000 credits over 100,000,000 that a character has, they will receive one shiny new credit. This would cost many of us a lot of credits, and some of us billions of credits...but it'd hugely improve the economy while retaining the existing relative monetary positions among rich players.
But again, probably need to spend more time reducing credit input into the game before worrying about that.
hey Dr. Lecter, come ingame before you spout this crap, you have far to much opinion for someoe who doesn't play the game
There is no way of knowing whether or not someone on the forums ever plays the game, even if they tell you that they do not.
Especially a notorious liar such as Dr. Lecter...
Especially a notorious liar such as Dr. Lecter...
I'm not sure that (trident) crafting parts would really sell for that much since I think the people with the billions of credits are also the people who've "already got one" (read in faux French accent).
The normal political solution for getting rid of large amounts of existing hoarded cash (and debts) is by inflation. If everything will gradually cost 100x as much, billions of credits will only be worth tens of millions in "2015 credits". Active players with modest bank accounts shouldn't be hit too hard as a significant part of their holdings is earned and spent within a year, so their account should more or less grow with inflation.
The normal political solution for getting rid of large amounts of existing hoarded cash (and debts) is by inflation. If everything will gradually cost 100x as much, billions of credits will only be worth tens of millions in "2015 credits". Active players with modest bank accounts shouldn't be hit too hard as a significant part of their holdings is earned and spent within a year, so their account should more or less grow with inflation.