Vrain Matari
ZionTCD Public Disorder.
1157
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Posted - 2013.10.29 15:22:00 -
[1] - Quote
I think it's wise to put the player trading/market in place before adding these other systems. The market is an equalizing factor on these other systems, and will function sa a go-between for things like salvaged officer loot and faction rewards purchased with LP/ISK, for example.
Additionally, when the DUST player market is turned on there will be a necessary stabilization period. It would be prudent if as few systems were connected to the market as possible as this will allow the market to reach its dynamic equilibrium sooner, and would provide much cleaner data to boot.
I'm sure CCP has thought about this. Given that they're releasing the faction rewards/LP store first, it looks like what's driving their agenda is the amount of ISK in DUST. The LP store is meant to be an ISK sink, until ISK in DUST reaches whatever magik number the CCP practitioners of economic Sei+Śr have scryed through their dark rituals.
A suggestion from a lowly merc: Limited-release ISK-only suit variants with uber-cool names, backstories and pallettes. The technical term for such items is not ISK-sink. It is ISK-blackhole. ;) |
Vrain Matari
ZionTCD Public Disorder.
1161
|
Posted - 2013.10.30 17:30:00 -
[2] - Quote
Draco Cerberus wrote:Vrain Matari wrote: It would be prudent if as few systems were connected to the market as possible as this will allow the market to reach its dynamic equilibrium sooner, and would provide much cleaner data to boot.
Could you explain this a bit more please, I'm not sure which things you recommend not connecting to the market? The idea that player trading become active is to A: remove the npc manufactured items and B: to allow players to get rid of the items they don't want or need. There would need to be a replacement for the npc market. The clear solution is to allow Eve pilots to build and sell the items to us or to allow us to build them somehow ourselves (extremely large addition of extra parts to this game, mineral extraction and industry to name a few). This produces a system where the supply must rise to fill the demand and make it worthwhile to have Eve allies. The reason contracts would need to be in place is for people wishing to sell gear to specific groups who would place an order for say 50,000 Duvolle Assault Rifles. Rather than sell the rifles to everyone, they would be assigned a bulk cost and sold to the group for X amount of Isk through the purchase price of the contract. Ensuring that shipments need only go to one location for pickup and it allows Eve corps to help equalize the playing field or stack it in their favor, limiting supply to allies rather than supplying the enemies with arms. Stabilizing the market is all fine and good but there will never be an entirely stable market and there will always be fluctuations in it as popular items sell faster and so less popular may be cheaper or non-existent in some areas. This is also normal and in the genre of game this is I see it as being vital for shaping the game and the way the meta game is played. Sorry, i was a little vague there. I meant that, as a temporary measure, just releasing the ISK-mediated player market would allow the pent-up demand for player trading to settle out to something like it's normal behaviour.
The advantages of this would be to contain any unforeseen weirdness , to give a clean dataset by which to model DUST player-market behaviour without introducing multiple new variables.
Once that initial unloading of Thales has happened, and we've seen the very interesting answer as to how much peeps will pay for Balacs and Gastuns once the stockpiles are gone, then yes, we should start connecting all these disparate systems(LP, player contracts, bounties, gambling, drone rewards, salvage, etc). I'd also be tempted to do that one system at a time for the very same reasons as presented above.
Of all these systems, the one that matters most for New Eden is the player contracts, imo. The integrated market is crucial, ofc, but the potential of New Eden to generate stories depends heavily on the flexibility and robustness of the player contract system. So it's not that i don't want all these things, it's just a question about what the 'right' order to release them in is. |