Planitia changing - please read.

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Nigel
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Post by Nigel »

Mit wrote:Its often difficult to balance - as vagrant & junk have described - but often thats more an indication that the 'fault' lies in those things rather than the wage grant.. i.e. If farms arent viable without a wage grant, then it probably indicates that the farm needs to be made more productive/profitable in the buildings setup.
I agree with this totally, dropping wage grant to 0 now would be a disaster, but if farms were much more profitable, say an increase in production, or a less ammount of items needed for production of items, etc etc, then there could be a balance somewhere for a 0 wage grant world - if it was done without this, players would intervene, and it would cost a fortune for even the most basic of items.

it would be pretty interesting to see actually, but I wouldn't want it to happen to an island already started, perhaps this should be a testing phase to start with, would require a bit of tweaking to get it just right :)
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Post by Vagrant »

Even increasing production wouldn't help much since there is limited current buyers due to poorly run buildings, diminishing active player base, and usual price gouging. Not to mention an eventual limit to total demand as more people make and run farms. Compare it to the other less notciable casualty of this... Vehicle plants. Yes, the first vehicle plants will make decent money as demand is high, but once most the people with money buy vehicles, the demand will drop to near nothing, and likewise the money being gained would drop to near nothing. It may even be like V2 production on Zoric 9... Where only a handful of people can afford to own one, so eventually the building has to start selling at a loss just to salvage what was wasted. In order for such businesses to work in the long run, demand needs to remain constant, and goods need to bring in more than they cost to make. Both rarely occur.
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Post by junk »

what i'm actually trying to acompolish is this: player "A" makes goods for (example) 2s per item, but because of suppy buy prices and wages the same goods cost player "B" 2.5s per item.
which means he who runs his company the most effiecently can sell his goods cheaper vs as it is now 99% of the playerbase can all produce goods for the same price he who happens to have the best selling location or friends gets the most sales, NO wage grant would help greatly in this area as he who pays the best wage will have full employment but will cost more to produce goods and make thos goods fastest, he who pays less will have a tougher time getting workers but make goods cheaper
( i hope the main idea gets thru here)

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nihilistic
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wage grant

Post by nihilistic »

mm. this is all nice n cheeky but... what i think needs to be thuoght of is that people just wont play certain planets if they dont see profits coming in when they log onto the planet in question. imo the "funnest" isle's where the easy econ's. they always had huge player booms with lots of activity. maby im the only one but ide like to see an econ that last 1-2 months insteed of like six to evolve. the new zoric is a great middle of the scale planet. witht he decent wage's and simplistic economy. as an older player i feel like ive pretty much done it all. and now need more .... ...to do... i guess.
but.. ive kinda got the fps mentality that wants results quickly and to see profits imediatly. now i also love the feeling of bieng the first one or more to point the only one with a certain vehicle. but i still cant help but think of the comman player base. and the differce's in "goals" the new players verse old players have. when i didnt understand or know.. how deep the economy was it seemed very very deep... but now that i pretty much understand all of the supply chains and how they work it seems more...2d like i dont know where i should start because i know there all just little pieces of the puzzle. and i guess im just not content with the little pieces. now.. one of the things i love about this game is that i can play for min in a day and have everything dont for that day.. then sit around for hours and train/skrew with newbs. i relize ive gone on kinda a philisophical rant here. but... to me it seems like some of you are trying to make this um.. to itilectual.. so just take this in heed.. "make things fun". obvioulsy what that consists of is up to isle owners themselves but.. its an economy game... for me idealy it would be 10s wage grant so a player can make the decision themselve if thet wanna play like we do and spend hours a day online and in world or if they just want to have the character exist and check on it every now and then. also..... in the beginning theres always the decision wther to get a job skill or a build skill.. when theres a larger wage grant its smarter to get the work skill and let the character sit for awhile then get into your own biz, example would be my current char on zoric, i set the char up in 1 day and havnt realy played since and am #1 in wealth. and obviosly on new planitia i got a build skill so i could see some kind pf profits on building homes. however now i dont even want to spend the money on a job skill cuase i know itlll make little differnce in my characters success. uh...yea... anyways... 0s wage grant from the begining of an isle life would totaly suck. now if it was 10s for a month or 2 then was cancelled it wuold work out just fine for the people that were there from the begining but would skrew newbs. sooooo basical.. we need the several differnt types of planets we have now to lease the broader community we are trying to support and claim to.
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Nigel
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Post by Nigel »

Btw, message to dude - you asked for proof of you ....being a good business man on planitia, you buy tree's at 7d, they cost more than double that to make. - good monopoly, hope it goes well :)
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zaroba
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Post by zaroba »

does dude still sell chems way above the cost to make and buy electricity at too low a cost for anybody to transfer to him resulting in chems only being made when he's on too? :P

i'll have to say that running any business thats dependent on something that only dude runs is a hard business to succeed in. its much easier to succeed by directly competing with dude then by needing something that he makes.
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Nigel
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Post by Nigel »

Way ahead of you zar, already built a place that buy's tree's at 3s3d on planitia, better than his 7d I say. :shock:
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Post by Vagrant »

Well, Dude is on enough to make good of his price gouging. If you could do it, you probably would too.
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Nigel
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Post by Nigel »

I could, but no, I don't
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zaroba
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Post by zaroba »

nah, i woulden't even ifi could and when i can.
i prefer to actually make things priced logically to get rich with good businesses running without trying to screw over others.

example:
on sabrada, i have lumber mill, 2 e-tents, a plutonium mine, a plastics fac, a well, and a steel mill. all are set so that stuff can be transferred between them with a profit. for the longest time i had the only lumber mill, plastics fac, and steel mill. meaning i virtually controlled materials on the island. if that isen't a chance to price gouge then i don't know what is :P
in fact, now its past year 60, most of the buildings were built before year 20, and i have yet the need to change any prices, even though thier has been compitition, thier was never a need to worry about undercutting since i already sell low enough and buy high enough.
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