Post new topic Reply to topic  [ 22 posts ]  Go to page 1, 2  Next
Author Message
User avatar

Joined: Fri Sep 27, 2013 11:37 am
Posts: 400
Post Tweaks to the industrial commodities system
Discussion topic for post: http://www.starsonata.com/uncategorized ... es-system/


Sun Jun 05, 2016 8:57 pm
Profile
User avatar
Team: Suns of Hades
Rank: Soldier
Main: LemonPrime
Level: 8087

Joined: Wed Sep 29, 2010 10:14 pm
Posts: 5747
Post Re: Tweaks to the industrial commodities system
So my forecast of an entire uni of fucked up ness was right.

Weird how suddenly we can put things on test to TEST instead of the last two or three unis to fine tune this system before putting it on live.

What do I know, I'm not a dev.

_________________
Lemon/Meo


Sun Jun 05, 2016 9:03 pm
Profile
Main: king kone
Level: 37

Joined: Mon Jan 07, 2008 10:36 pm
Posts: 1068
Post Re: Tweaks to the industrial commodities system
We have a test server? I thought Jeff only paid for one server: Live.

_________________
->Aces High
->Fortes Fortuna Juvat
->Up with irons


Sun Jun 05, 2016 11:42 pm
Profile
User avatar
Team: Suns of Hades
Rank: Soldier
Main: LemonPrime
Level: 8087

Joined: Wed Sep 29, 2010 10:14 pm
Posts: 5747
Post Re: Tweaks to the industrial commodities system
I wonder if we'll ever see these announcements ingame. As only 5% or so of the playerbase actually reads these. And this shit affects 100%. Might want to consider that.

_________________
Lemon/Meo


Mon Jun 06, 2016 1:20 am
Profile
Main: king kone
Level: 37

Joined: Mon Jan 07, 2008 10:36 pm
Posts: 1068
Post Re: Tweaks to the industrial commodities system
If people want up to date game news, they need to go looking for it. It's not coming to them. Besides, that's sounding suspiciously like work.

_________________
->Aces High
->Fortes Fortuna Juvat
->Up with irons


Mon Jun 06, 2016 4:00 am
Profile
Contributor
User avatar
Team: Eminence Front
Rank:
Main: Dark Steel
Level: 9138

Joined: Tue Jan 24, 2006 10:35 am
Posts: 2068
Location: Netherlands
Post Re: Tweaks to the industrial commodities system
As if you can test an entire game's economy system on a test server with 5 people. Nice thinking Einsteins

_________________
~DarkSteel / Auxilium
Image
Image

Universe Map: http://www.starsonata.com/map/


Mon Jun 06, 2016 4:16 am
Profile
User avatar
Team: Suns of Hades
Rank: Soldier
Main: LemonPrime
Level: 8087

Joined: Wed Sep 29, 2010 10:14 pm
Posts: 5747
Post Re: Tweaks to the industrial commodities system
heylo wrote:
As if you can test an entire game's economy system on a test server with 5 people. Nice thinking Einsteins


If only we could advertise ingame about possible rewards and enticement to test things for the devs on test server. Or hell, even just ask. Once.

_________________
Lemon/Meo


Mon Jun 06, 2016 4:33 am
Profile
User avatar
Team: Eminence Front
Rank: Officer
Main: number666.5
Level: 8921

Joined: Wed May 03, 2006 4:12 pm
Posts: 3457
Location: nowhere
Post Re: Tweaks to the industrial commodities system
heylo wrote:
As if you can test an entire game's economy system on a test server with 5 people. Nice thinking Einsteins

Basically you can, it just needs some more maths.

_________________
Valkyrie300 wrote:
You need to thoroughly think before sprouting exaggerated statements


Mon Jun 06, 2016 5:06 am
Profile
over 9000!
User avatar
Main: enkelin
Level: 5600

Joined: Wed Aug 01, 2007 12:28 pm
Posts: 11109
Post Re: Tweaks to the industrial commodities system
lordjeroen wrote:
heylo wrote:
As if you can test an entire game's economy system on a test server with 5 people. Nice thinking Einsteins

Basically you can, it just needs some more maths.


And a full-time economist on staff, like Eve does it?

_________________
Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live.

http://www.starsonata.com/features


Mon Jun 06, 2016 7:23 am
Profile
User avatar
Team: Eminence Front
Rank: Officer
Main: number666.5
Level: 8921

Joined: Wed May 03, 2006 4:12 pm
Posts: 3457
Location: nowhere
Post Re: Tweaks to the industrial commodities system
anilv wrote:
lordjeroen wrote:
heylo wrote:
As if you can test an entire game's economy system on a test server with 5 people. Nice thinking Einsteins

Basically you can, it just needs some more maths.


And a full-time economist on staff, like Eve does it?

Well, with a bit common sense you would have known that how it is now it would have fucked up the economics no matter what.
We pulling like 1t? profit a day from ICs alone over the whole playerbase right now or something.
That is just an extra above the DGing, at a small cost of stat Ys and colos. The money going out maybe increases a little.
I Think with this. The total money ingame will double this uni if nothing is done. Next uni people will get the hang of it and the EF layer will even open up for it. Might even double it again (with base knowledge of economics you will know that you will get a 100% inflation per uni (with added basic maths that ends up to maybe 500-800% per year) seen any semi stable economic with over 10% inflation per year?).

Let's keep it this way. There are like 10 players that CAN pull 500b a day alone if they really want to and work towards it. And soon it will become easier and easier. I have talked to yclept about it before it went in, gave him some maths for it and he perfected those maths. Basically saying it wasn't a big deal. Only giving the example of Steel Girders. Now finding out the problem was waaay worse then expected because there are commods with ~10 times the profit and easy to get to.

It's not about knowledge about economics. It is about common sense, little maths and game knowledge.

_________________
Valkyrie300 wrote:
You need to thoroughly think before sprouting exaggerated statements


Mon Jun 06, 2016 2:40 pm
Profile
over 9000!
User avatar
Main: enkelin
Level: 5600

Joined: Wed Aug 01, 2007 12:28 pm
Posts: 11109
Post Re: Tweaks to the industrial commodities system
As your own teammate buzz never fails to point out, inflation in a closed system is not necessarily bad. Go buy bar skills if you have too much money.

_________________
Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live.

http://www.starsonata.com/features


Mon Jun 06, 2016 2:51 pm
Profile
User avatar
Team: Eminence Front
Rank: Officer
Main: number666.5
Level: 8921

Joined: Wed May 03, 2006 4:12 pm
Posts: 3457
Location: nowhere
Post Re: Tweaks to the industrial commodities system
anilv wrote:
As your own teammate buzz never fails to point out, inflation in a closed system is not necessarily bad. Go buy bar skills if you have too much money.

Doesn't solve the real problem.
Oh well, we will see sooner or later how bad the economics really will be.

_________________
Valkyrie300 wrote:
You need to thoroughly think before sprouting exaggerated statements


Mon Jun 06, 2016 3:00 pm
Profile
Member
User avatar
Team: Star Revolution X
Rank: Officer
Main: topbuzzz
Level: 8015

Joined: Sun Dec 21, 2008 12:31 pm
Posts: 4347
Post Re: Tweaks to the industrial commodities system
There's inflation and hyperinflation though, ones bad

I wouldnt worry about it too much guys they have already said they have the money supply on graph so can easily see and adjust.

The worst situation is the 5 guys making a few tril in the short term so what they will spunk it on something shiny anyway. Why aren't you doing it then? I'll tell you why the utility of cash is bullshit at the moment. The thought of earning 5t is meh.

Talk of 100% inflation as if you've modelled it


Mon Jun 06, 2016 5:20 pm
Profile WWW
over 9000!
User avatar
Main: enkelin
Level: 5600

Joined: Wed Aug 01, 2007 12:28 pm
Posts: 11109
Post Re: Tweaks to the industrial commodities system
sabre198 wrote:
There's inflation and hyperinflation though, ones bad

I wouldnt worry about it too much guys they have already said they have the money supply on graph so can easily see and adjust.

The worst situation is the 5 guys making a few tril in the short term so what they will spunk it on something shiny anyway. Why aren't you doing it then? I'll tell you why the utility of cash is bullshit at the moment. The thought of earning 5t is meh.

Talk of 100% inflation as if you've modelled it


buzz'd

_________________
Hi, I'm Anil, a long-time player turned developer. I am Star Sonata's lead content developer, which means that I run weekly dev meetings and make sure that any proposed changes to the game receive proper review before going live.

http://www.starsonata.com/features


Mon Jun 06, 2016 5:26 pm
Profile
Main: king kone
Level: 37

Joined: Mon Jan 07, 2008 10:36 pm
Posts: 1068
Post Re: Tweaks to the industrial commodities system
Think of all the Traders characters with all Bar Skills to 22.

Yclepticon would say it's not a big deal because of that.

_________________
->Aces High
->Fortes Fortuna Juvat
->Up with irons


Mon Jun 06, 2016 7:00 pm
Profile
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 22 posts ]  Go to page 1, 2  Next


Who is online

Users browsing this forum: No registered users and 10 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
cron
Powered by phpBB © phpBB Group.