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SickJ
French unchained corporation
48
|
Posted - 2012.12.16 07:33:00 -
[1] - Quote
Right there in the title. It would be nice to see how much ISK we've spent on dropsuits/vehicles in the after-game stats. I figure it would would help players who tend to spend more than they earn, and be pretty cool in general.
Thoughts? |
Anyanka Shadowmane
Sanmatar Kelkoons Minmatar Republic
80
|
Posted - 2012.12.16 09:44:00 -
[2] - Quote
SickJ wrote: Right there in the title. It would be nice to see how much ISK we've spent on dropsuits/vehicles in the after-game stats. I figure it would would help players who tend to spend more than they earn, and be pretty cool in general.
Thoughts?
Not a bad idea. |
Khal V'Rani
Nephilim Initiative
90
|
Posted - 2012.12.16 09:48:00 -
[3] - Quote
It should be an option for sure. Though, iirc I think there was a posting or something where one of the Dev's or GM's said there's going to be plenty of stats to look at in the future. To me it was kind of like they said there would be stats about stats... But I hope this one makes it in. +1 |
NovaShadowStorm
The Southern Legion
63
|
Posted - 2012.12.16 13:49:00 -
[4] - Quote
I dunno on matches where I perform really poorly or just get put up against a far superior team seeing my losses at the end would be depressing so long as my bank balance keeps going up thats good enough for me but sure I'd go for making it optional |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.12.16 14:10:00 -
[5] - Quote
I'll say the same thing I always say to this topic when someone makes a new thread...
Doesn't work.
We're NOT playing in the finished game universe. We aren't relying on a player marketplace with fluctuating prices for everything. The game CAN'T accurately measure how much ISK you spent in a match, because gear WON'T HAVE A FIXED VALUE.
In some places, that AR you paid 5,000 ISK for might cost you 20,000. One of your friends might sell you one for 3,000.
EVE has "material value" which is used for insurance, and is signifcantly LESS than a sale or purchase price will be for the item. They could have a similar system for DUST, but it wouldn't really tell you how much ISK you lost. |
SickJ
French unchained corporation
48
|
Posted - 2012.12.16 22:58:00 -
[6] - Quote
Garrett Blacknova wrote: We're NOT playing in the finished game universe. We aren't relying on a player marketplace with fluctuating prices for everything. The game CAN'T accurately measure how much ISK you spent in a match, because gear WON'T HAVE A FIXED VALUE.
So how about we just get stats for the current value of the gear we lost? |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
Posted - 2012.12.16 23:29:00 -
[7] - Quote
Garrett Blacknova wrote:I'll say the same thing I always say to this topic when someone makes a new thread...
Doesn't work.
We're NOT playing in the finished game universe. We aren't relying on a player marketplace with fluctuating prices for everything. The game CAN'T accurately measure how much ISK you spent in a match, because gear WON'T HAVE A FIXED VALUE.
In some places, that AR you paid 5,000 ISK for might cost you 20,000. One of your friends might sell you one for 3,000.
EVE has "material value" which is used for insurance, and is signifcantly LESS than a sale or purchase price will be for the item. They could have a similar system for DUST, but it wouldn't really tell you how much ISK you lost.
Have a look at today's Eve - 95% of items have current universe-wide average price. |
LICHSMASHER
Seituoda Taskforce Command Caldari State
3
|
Posted - 2012.12.17 19:55:00 -
[8] - Quote
this is something that can easily synced to Jita to determine market value (for those fo you that dont know about eve the station in the system jita planet 4 moon 4 is the central market hub for eve that sees trillions of isk changing hands daily. jita 4-4 prices are considered standard market value.so much so that all the market info we get off api is from that region |
Marcus Stormfire
Star Frontiers Alpha Dawn Ignore This.
6
|
Posted - 2012.12.17 23:19:00 -
[9] - Quote
I like the Idea because everything in this universe revolves around isk.
It would be nice to know in an after action report if your enemy spent loads more isk than you did just to defend a planet. (That way your spies can tell you how bad their wallet is etc. etc. )
Example. Defenders lost 12 billion isk defending a planet (cost of dropsuits vehicles ect.) Attackers lost 2 billion isk attacking it.
- If the attackers are pushed back and the planet is not taken then it is a pyrrhic victory for the defenders. That adds a whole new level to the tactics that are used.
-You can eventually win a war by just making the enemy spend more than they have.
-If your corporation is being beaten back (Happens to every one in the universe) then you can show everyone how badass your corp is by making them pay for every inch of ground they took
-Marcus Stormfire |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.12.18 03:28:00 -
[10] - Quote
SickJ wrote:Garrett Blacknova wrote: We're NOT playing in the finished game universe. We aren't relying on a player marketplace with fluctuating prices for everything. The game CAN'T accurately measure how much ISK you spent in a match, because gear WON'T HAVE A FIXED VALUE.
So how about we just get stats for the current value of the gear we lost? Current value where?
The planet you're on?
The average value of the gear for the system you're currently in?
Some arbitratily-determined location you may or may not have access to?
Or use a system like the game uses for insurance, and measure material value? Like I already suggested.
No matter what figure you work from, the numbers won't (and shouldn't) be 100% accurate to how much you spent on the gear. I'm not saying it's a bad idea to give players an indicator of item value, just that it's not going to be an absolutely accurate "you spent and were given Y so you made Z profit" that doesn't require you to put any thought in for yourself. |
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Reav Hannari
Red Rock Outriders Red Rock Consortium
296
|
Posted - 2012.12.18 03:31:00 -
[11] - Quote
Garrett Blacknova wrote:SickJ wrote:Garrett Blacknova wrote: We're NOT playing in the finished game universe. We aren't relying on a player marketplace with fluctuating prices for everything. The game CAN'T accurately measure how much ISK you spent in a match, because gear WON'T HAVE A FIXED VALUE.
So how about we just get stats for the current value of the gear we lost? Current value where? The planet you're on? The average value of the gear for the system you're currently in? Some arbitratily-determined location you may or may not have access to? Or use a system like the game uses for insurance, and measure material value? Like I already suggested. No matter what figure you work from, the numbers won't (and shouldn't) be 100% accurate to how much you spent on the gear. I'm not saying it's a bad idea to give players an indicator of item value, just that it's not going to be an absolutely accurate "you spent and were given Y so you made Z profit" that doesn't require you to put any thought in for yourself.
CCP is using a cluster wide price average, filtering out outriders, over a moving window of I think about 3 months, to determine an average selling price for equipment. They could certainly do the same thing once the game goes live.
For now there is just one price which makes it easy.
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Bojo The Mighty
Bojo's School of the Trades
432
|
Posted - 2012.12.18 06:08:00 -
[12] - Quote
I'm suprised this has got a lot of attention.
Look, when you create a fitting, click restock and set the quantity to one (don't actually restock though) and it will give you the price of that fitting. Put the price somewhere in the fitting name then, at the end of a match, take a calculator and multiply that fitting's loss (death) by the price and you will get the ISK you spent in battle. Also do this with vehicles.
It's called basic math. Great invention you should check it out. |
NovaShadowStorm
The Southern Legion
63
|
Posted - 2012.12.18 07:18:00 -
[13] - Quote
Bojo The Mighty wrote:I'm suprised this has got a lot of attention.
Look, when you create a fitting, click restock and set the quantity to one (don't actually restock though) and it will give you the price of that fitting. Put the price somewhere in the fitting name then, at the end of a match, take a calculator and multiply that fitting's loss (death) by the price and you will get the ISK you spent in battle. Also do this with vehicles.
It's called basic math. Great invention you should check it out.
Thats only for now while this is a closed beta, that is the seeded price by NPC when this goes Live they won't seed (or at least as much) and will rely on players to produce the weapons/equipment/vehicles making it then a player based market and the price will be what they decide so yes for now until release it would work but upon release it would be worthless and totally inapplicable since prices will vary system to system.
And lets have your "basic maths" solve this one for me, say a suit is worth 10k in material. 3 people buy it one buys from a seller who sells high but sells in an easily accessible location so person 1 buys for say 15k, person 2 buys from a distant system to get a better price and gets it at 12k and finally person 3 buys from a friend who manufactures them and is willing to sell at a very slim profit and gets it at 10.2k all 3 die in a battle how much isk should be displayed on the screen that each lost taking into account the game can't tell how much they bought the suit for? |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.12.18 09:15:00 -
[14] - Quote
SickJ wrote: Right there in the title. It would be nice to see how much ISK we've spent on dropsuits/vehicles in the after-game stats. I figure it would would help players who tend to spend more than they earn, and be pretty cool in general.
Thoughts?
I'd love to see an ISK/AUR lost to ISK/AUR destroyed ratio added to the past match wrap up. It would be everything that KDR should be but isn't. |
Bojo The Mighty
Bojo's School of the Trades
432
|
Posted - 2012.12.18 20:06:00 -
[15] - Quote
NovaShadowStorm wrote: And lets have your "basic maths" solve this one for me, say a suit is worth 10k in material. 3 people buy it one buys from a seller who sells high but sells in an easily accessible location so person 1 buys for say 15k, person 2 buys from a distant system to get a better price and gets it at 12k and finally person 3 buys from a friend who manufactures them and is willing to sell at a very slim profit and gets it at 10.2k all 3 die in a battle how much isk should be displayed on the screen that each lost taking into account the game can't tell how much they bought the suit for?
Love Story Problems.
This is too easy. Player 1 lost 15k per death, player 2 lost 12k per death, and player 3 lost 10.2k per death. They all take their total loss and subtract it from their total winnings. They put the price they paid in the fitting name and were able to calculate their losses. However, I will take it a step further to satisfy your hunger. Say the sellers bumped up their price by 2k. Now when they go to restock, it is more expensive right?
Truth is, that doesn't apply. The suits only cost them 15k, 12k, and 10.2k at the time. From then on, however, they couldn't have the same fit for the same price, so they must rename their suits and adjust their calculations from then on.
It's not all that hard. Just take the price you bought them at, multiply it by deaths per fitting, and subtract that number from total earnings.
"Elementary my dear Watson" |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.12.18 20:42:00 -
[16] - Quote
Bojo The Mighty wrote:NovaShadowStorm wrote: And lets have your "basic maths" solve this one for me, say a suit is worth 10k in material. 3 people buy it one buys from a seller who sells high but sells in an easily accessible location so person 1 buys for say 15k, person 2 buys from a distant system to get a better price and gets it at 12k and finally person 3 buys from a friend who manufactures them and is willing to sell at a very slim profit and gets it at 10.2k all 3 die in a battle how much isk should be displayed on the screen that each lost taking into account the game can't tell how much they bought the suit for?
Love Story Problems. This is too easy. Player 1 lost 15k per death, player 2 lost 12k per death, and player 3 lost 10.2k per death. They all take their total loss and subtract it from their total winnings. They put the price they paid in the fitting name and were able to calculate their losses. However, I will take it a step further to satisfy your hunger. Say the sellers bumped up their price by 2k. Now when they go to restock, it is more expensive right? Truth is, that doesn't apply. The suits only cost them 15k, 12k, and 10.2k at the time. From then on, however, they couldn't have the same fit for the same price, so they must rename their suits and adjust their calculations from then on. It's not all that hard. Just take the price you bought them at, multiply it by deaths per fitting, and subtract that number from total earnings. "Elementary my dear Watson" And then when you start looking in-depth at things, you get slightly more complicated stories.
Quote:I bought one set of this fitting in X system, and it came to a total of 8,000 ISK, a little below the market average thanks to a discount I got through a friend of a corpmate. I died testing it, but it worked, so I decided I was going to restock and use it more often.
Then I bought 3 more at the market average of 10k from a HighSec NPC seller. Later on, I got 6 fittings' worth of gear for this fitting as loot from the battlefield, costing nothing, but spent another 8k on the dropsuits required to complete them, because I was in Nullsec and behind enemy lines at the time.
In that time, I lost 7 of these suits. How much ISK did that cost, and what should I have listed as the 'price' of the suit?
You can see how calculations like this are just going to build up exponentially, right? I'm not saying the game should hand us everything on a silver platter (far from it, I'm closer to agreeing with you than the other guys), but it would be nice if we got a "standard market value" listing for the suits, or a "material value" listing - something that gives an indication of your costs, but doesn't necessarily tell you specifically how much ISK you just spend when you get blown up (and lets you work that out for yourself).
EDIT: put story into quote tags. |
Bojo The Mighty
Bojo's School of the Trades
432
|
Posted - 2012.12.18 21:27:00 -
[17] - Quote
At least you made a good reasoning I will give you that. It's just that I hate to see the human species devolve so much as to become completely reliant on a computer to do basic math. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.12.18 21:35:00 -
[18] - Quote
Bojo The Mighty wrote:At least you made a good reasoning I will give you that. It's just that I hate to see the human species devolve so much as to become completely reliant on a computer to do basic math. I definitely won't argue with that.
But sometimes, the math you'll need in DUST is a few steps beyond "basic" and a bit of a helping hand is a reasonable request.
Like I already said though, I don't think it's reasonable to expect the game to do ALL the math for you, which is why I think they should have a less precise estimated value for your suits, instead of the game working from the exact price you'll pay for replacements, or the exact price you paid to buy each fitting you lost. |
Bojo The Mighty
Bojo's School of the Trades
432
|
Posted - 2012.12.18 22:00:00 -
[19] - Quote
Garrett Blacknova wrote: But sometimes, the math you'll need in DUST is a few steps beyond "basic" and a bit of a helping hand is a reasonable request.
Like I already said though, I don't think it's reasonable to expect the game to do ALL the math for you, which is why I think they should have a less precise estimated value for your suits, instead of the game working from the exact price you'll pay for replacements, or the exact price you paid to buy each fitting you lost.
Im actually looking forward to this game to practice economics and trade. I feel like it will be equally a business tycoon simulator. I want to do phony business to understand real business better, you know? But I want to practice probability and calculations on my own sometimes, it keeps me sharp. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.12.18 23:38:00 -
[20] - Quote
Bojo & Garrett,
I think you guys are missing the main value of this feature. It's not a matter of having it as a "auto-calculator" for the player, it's main value is to track stats as a corp or alliance. Sure having the feature there for an individual player could make things easier, but it's the organization of larger groups and coordination where it becomes of significant value. A player could manually track their ISK gain/loss ratio, but a CEO (let alone an Alliance head) cannot realistically cover that manually, nor can it reasonably expected that 70-1000 people can be organized to track all of this manually. In addition to all of that it's useful for both recruiting members and for deciding on who to offer contracts/who to take contracts with/against.
On a related note, I totally know where you're coming from about the appeal of the economic aspects, however those won't be diminished by this feature as EVE already has one that essentially does this and still managed to aquire the nickname "spreadsheets in space".
Cheers, Cross
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Bojo The Mighty
Bojo's School of the Trades
432
|
Posted - 2012.12.18 23:47:00 -
[21] - Quote
SickJ wrote: Right there in the title. It would be nice to see how much ISK we've spent on dropsuits/vehicles in the after-game stats. I figure it would would help players who tend to spend more than they earn, and be pretty cool in general.
Thoughts?
@ Cross Atu
I'm sorry, but that's all she wrote.
But your point is valid |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.12.19 00:23:00 -
[22] - Quote
Bojo The Mighty wrote:SickJ wrote: Right there in the title. It would be nice to see how much ISK we've spent on dropsuits/vehicles in the after-game stats. I figure it would would help players who tend to spend more than they earn, and be pretty cool in general.
Thoughts?
@ Cross Atu I'm sorry, but that's all she wrote. But your point is valid Point Bojo, I was responding more to the utility of the feature than to the specifics motivations of the OP
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NovaShadowStorm
The Southern Legion
63
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Posted - 2012.12.19 00:47:00 -
[23] - Quote
Bojo The Mighty wrote:NovaShadowStorm wrote: And lets have your "basic maths" solve this one for me, say a suit is worth 10k in material. 3 people buy it one buys from a seller who sells high but sells in an easily accessible location so person 1 buys for say 15k, person 2 buys from a distant system to get a better price and gets it at 12k and finally person 3 buys from a friend who manufactures them and is willing to sell at a very slim profit and gets it at 10.2k all 3 die in a battle how much isk should be displayed on the screen that each lost taking into account the game can't tell how much they bought the suit for?
Love Story Problems. This is too easy. Player 1 lost 15k per death, player 2 lost 12k per death, and player 3 lost 10.2k per death. They all take their total loss and subtract it from their total winnings. They put the price they paid in the fitting name and were able to calculate their losses. However, I will take it a step further to satisfy your hunger. Say the sellers bumped up their price by 2k. Now when they go to restock, it is more expensive right? Truth is, that doesn't apply. The suits only cost them 15k, 12k, and 10.2k at the time. From then on, however, they couldn't have the same fit for the same price, so they must rename their suits and adjust their calculations from then on. It's not all that hard. Just take the price you bought them at, multiply it by deaths per fitting, and subtract that number from total earnings. "Elementary my dear Watson"
While you're technically correct, my point still stands, your method is the manual way of calculating but as I said "all 3 die in a battle how much isk should be displayed on the screen that each lost taking into account the game can't tell how much they bought the suit for?" *Points to the title of the thread* "Stats for ISK spent in battle" Would be implying that it would be put up automatically so yes your rationale works manually but any automatic attempt is doomed to failure. |
Bojo The Mighty
Bojo's School of the Trades
432
|
Posted - 2012.12.19 01:05:00 -
[24] - Quote
Now I'm confused. I thought you were agreeing with OP, but are you saying that rather it just won't work? BTW, this thread has seen some more intelligible responses. I approve. |
NovaShadowStorm
The Southern Legion
63
|
Posted - 2012.12.19 01:12:00 -
[25] - Quote
I'm saying that your way works manually but the original point of this thread was for an automatic calculator that showed how much you lost in a battle which just will never work. due to reasons I and a few others have posted |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.12.19 01:28:00 -
[26] - Quote
Bojo The Mighty wrote:Im actually looking forward to this game to practice economics and trade. I feel like it will be equally a business tycoon simulator. I want to do phony business to understand real business better, you know? But I want to practice probability and calculations on my own sometimes, it keeps me sharp. That reminds me of my latest blog post.
Cross Atu wrote:Bojo & Garrett,
I think you guys are missing the main value of this feature. It's not a matter of having it as a "auto-calculator" for the player, it's main value is to track stats as a corp or alliance. Sure having the feature there for an individual player could make things easier, but it's the organization of larger groups and coordination where it becomes of significant value. A player could manually track their ISK gain/loss ratio, but a CEO (let alone an Alliance head) cannot realistically cover that manually, nor can it reasonably expected that 70-1000 people can be organized to track all of this manually. In addition to all of that it's useful for both recruiting members and for deciding on who to offer contracts/who to take contracts with/against. And for that purpose, having the game track material value destroyed vs. material value lost would be more than sufficient. |
NovaShadowStorm
The Southern Legion
63
|
Posted - 2012.12.19 01:30:00 -
[27] - Quote
Garrett Blacknova wrote:Bojo The Mighty wrote:Im actually looking forward to this game to practice economics and trade. I feel like it will be equally a business tycoon simulator. I want to do phony business to understand real business better, you know? But I want to practice probability and calculations on my own sometimes, it keeps me sharp. That reminds me of my latest blog post. Cross Atu wrote:Bojo & Garrett,
I think you guys are missing the main value of this feature. It's not a matter of having it as a "auto-calculator" for the player, it's main value is to track stats as a corp or alliance. Sure having the feature there for an individual player could make things easier, but it's the organization of larger groups and coordination where it becomes of significant value. A player could manually track their ISK gain/loss ratio, but a CEO (let alone an Alliance head) cannot realistically cover that manually, nor can it reasonably expected that 70-1000 people can be organized to track all of this manually. In addition to all of that it's useful for both recruiting members and for deciding on who to offer contracts/who to take contracts with/against. And for that purpose, having the game track material value destroyed vs. material value lost would be more than sufficient.
To that I shall agree |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.12.19 19:48:00 -
[28] - Quote
Garrett Blacknova wrote:Bojo The Mighty wrote:Im actually looking forward to this game to practice economics and trade. I feel like it will be equally a business tycoon simulator. I want to do phony business to understand real business better, you know? But I want to practice probability and calculations on my own sometimes, it keeps me sharp. That reminds me of my latest blog post. Cross Atu wrote:Bojo & Garrett,
I think you guys are missing the main value of this feature. It's not a matter of having it as a "auto-calculator" for the player, it's main value is to track stats as a corp or alliance. Sure having the feature there for an individual player could make things easier, but it's the organization of larger groups and coordination where it becomes of significant value. A player could manually track their ISK gain/loss ratio, but a CEO (let alone an Alliance head) cannot realistically cover that manually, nor can it reasonably expected that 70-1000 people can be organized to track all of this manually. In addition to all of that it's useful for both recruiting members and for deciding on who to offer contracts/who to take contracts with/against. And for that purpose, having the game track material value destroyed vs. material value lost would be more than sufficient. Yep, that's pretty much my stance as well. And since CCP already has worked out how to track a displayable "average" value within the context of the New Eden market I see no reason why it shouldn't be applied to Dust as well.
Cheers, Cross |
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