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Economic loop


Sycopata

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EXTRACTION

 -The extractors have to consume energy cells

 -The extractors must have wear due to use and be replaced by new extractors after a period of use

-The extractors must be able to support preventive maintenance that consumes parts, but lengthens their time of use.

-Resources never have to be bought by bots

 

INDUSTRY

 -Industry has to consume energy cells

-The machines must have wear and tear and be replaced by new machines after a period of use

 -The machines must be able to accept preventive maintenance that consumes parts, but lengthens their time of use.

-The bots would never have to buy any elaborate product

 

ENGINEERING

-The mechanical parts of a ship must have wear and tear and be replaced by new mechanical parts after a period of use

-The mechanical parts of a ship must be able to accept preventive maintenance that consumes parts, but lengthens their time of use.

-The hull of the ship has to suffer general wear and tear, which can be repaired by scrap

 

RECYCLING

-All the elements of the game must be able to be recycled by means of a recycling machine, returning part of the resources required for its manufacture depending on the state of the element, a worn element would have to offer fewer resources than an unused element.

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For sure, but all of the mechanics on this post already exist, fill a combustible bar, put warp cells on a container, swich a damaged piece, duravility of pieces added in a reverted pach etc... 

Is a economic loop easy to aply, and create a loop ouside the marginal pvp destruction.

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They abandoned the power system so fast after the schematic debacle that they wont even make eye contact with it now.  And rightly so, if they introduce such a system the way they introduced schematics, Going to have another mass exodus. Even thow the majority of us could agree that a power system is needed. Heck, you even look at schematics now. They where only implemented poorly.  But they are an important part of the game experience, They do way more good then harm. and NQ is even wanting to take them back out.  

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Some more economic tweaks

 

-If someone has ever played eve online, they will know that there is a very important factor that affects the economy, this factor is a large block of the same product, if someone puts 1000 units of that product on sale, the price will be stops, because that enormous stock of products has a fixed price that is maintained until it is exhausted and the price rises again due to demand. One solution to these plugs is to penalize the mass sale of products, increasing the cost of placing a sales order based on how many products you simultaneously put on sale.

 

-Another problem of the economy occurs when someone has made a too large investment in a product and runs out of liquidity, in that case that person can decide to put their product up for sale below the cost of production, to recover their liquidity, but this ruins the market, because until the stock of this industrial is consumed, there is no benefit in producing that product, immobilizing the economy, the simplest solution to this is recycling, a new product should be able to be recycled , returning the minerals used in its manufacture, thus allowing the overproduction of a product to be quickly eliminated and allowing the market to regulate itself again to the real values of the cost of the raw material.

 

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I hate to be mean, but there's no point in making suggestions at this point -- especially those that require considerable changes like recycling, energy, etc. 

 

These are all far, far more involved to develop than NQ has the time for.  

 

The game is baked. It's done. It's past the point where they can throw in new features at the last minute. They might be able to tweak balance by adjusting stats, but they can't add more depth to the gameplay...if they haven't gotten around to it in the last 8 years they surely won't in the next few months. 

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My suggestions just recicle existing code, the proces to recicle a item is the inverse of create a item, we no need make complex codding to create a recicle machine, and this machine already exist... 

 

Gamers we need tools to make the economy works, if some one produce 100.000.000 S containers and decide sell it at 50% of cost price, you cant accept: Ok S container market is dead, you need a way to remove this 100.000.000 items from the market fast, and the way is not introduce bots to buy this containers, is alow players recicle the ore, if you craft 100.000.000 containers and you recicle it to recover the ore invested, you just lost alot time in the process. 

Edited by Sycopata
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8 hours ago, Sycopata said:

My suggestions just recicle existing code, the proces to recicle a item is the inverse of create a item, we no need make complex codding to create a recicle machine, and this machine already exist... 

 

That's really not how it works, though....you can't just copy/paste the code that creates items and "invert" it. 

 

You need new server-side endpoints, new UI/UX to facilitate it, new models, new animations...plus it needs to be tested.

 

Just because it is "similar" to an existing function doesn't mean you'll actually have a lot of code reuse, especially if it was never planned for that logic to be invertible.

 

Even if there is decent code reuse, there's a lot of other work that would be required...in general, anything in development that you can imagine as being easy is many times harder in reality. 

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6 hours ago, Kurosawa said:

the market can correct it self, if someone sell something below cost others will buy and resell

 



It is amazing how they come with this right? If the market were truely broken, somebody would  be so rich they can afford to buy EVERYTHING and then resell at exorbitant prices. Instead we are worried prices are too low, in an abundance economy where the price of raw materials is best described as spending time on a hobby... As if we needed to entitle everybody individually to set the selling price they want, have it be sold anyway and casually rule out basic economics while we're at it; as if that was an option.

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There are not many people willing to immobilize their capital by buying a large stock of material, hoping to one day make a profit, when the problem is the lack of demand for a product that has been overproduced, and also taking into account that there are to pay the fees for putting that product up for sale again.

 

Pretending that a market will be regulated because a great whale will buy a super production is very optimistic.

 

The incorporation of the recycling of game elements would not only efficiently solve these deviations in the economy, but would also add more playability, business opportunities, and dynamism to the economy.

Edited by Sycopata
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I was saying saying the market WOULD be broken IF there were such a whale. In practice it's hardly doable since you would need to be physically everywhere to snag everything up, and even then people could still just barter.

 

As it stands it's to be expected that the demand is low, but I'm not even sure loads of elements breaking would change that...  In general people want money to be able to buy schematics, and once they're past that gate, they kinda don't need money anymore and if anything start flooding the markets themselves with more supply.

 

 

That being said all the things you proposed in your first post are valid suggestions. I wish there were a point in debating them but apparantly we're not gonna get any major updates before launch.

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That is the main problem DU is facing. Every year NQ is dwindling away making little to no actual progress, there are more and more competing games becoming available. And most of those games are made by smaller or same size companies, that for some reason are able to deliver functional and fun game experiences in a timely manner that NQ is not.

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