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Suggestions / Re: Yet another economy suggestion (long)
« on: October 16, 2019, 11:43:55 PM »
@bobucles True, the sector would still be volatile. True, the sector would have a problem with trust. True, the sector would be weary, tired and in the midst of a sector wide reconstruction. But that's not the original argument you originally made, now is it?
@DatonKallandor BS mate, B effing S. I have mentioned that trade is intentionally broken several times already, and I have mentioned what I think about that game design wide. (hint: I think it's BAD game design) As for your "we are nobodies" claim, I read that before in a different thread on the topic but I didn't preempt that argument here so allow me to address it. By late game we own the largest, most well armed, most dangerous fleet in game. We also can have over half a dozen colonies to our name. By late game we aren't just some no named nobody, we are a minor power. Similar to how the game already reacts to us playing with the market so there is no excuse that Alex is a mostly one man band that doesn't have the resources CCP has for their EVE online; or how the fact that we can acquire, man and supply a fleet of comparable size to the in game AI trade fleets indicates we are not hauling cargo in our trunk and hope to make a profit as some have stated in other thread on the trade and tariffs topic; so too your argument crumbles in front of what the game actually is. The ONLY reason trade is not profitable is because Alex was lazy the day he realized as a game designer that going from point A to point B and back again wasn't fun and decided to just cripple the legal trading system by adding a 30% universal tariff in place of making it more engaging. TRADE IS BROKEN, it's broken by design, but it is still broken.
And just so you realize what I mean: http://fractalsoftworks.com/2019/07/08/skills-and-story-points/ Here Alex shows that he can be competent and considerate when designing the game, he shows that as a game designer he can see the potential pitfalls of his decisions and anticipate the players actions. No such considerations were given to the tariff solution. Tariffs are a patchwork solution thrown on top of a working trade system that was too easy to abuse. Players can abuse the system? then make the system itself useless in game - bad game design. Trade is broken, intentionally so, but it its still broken.
@DatonKallandor BS mate, B effing S. I have mentioned that trade is intentionally broken several times already, and I have mentioned what I think about that game design wide. (hint: I think it's BAD game design) As for your "we are nobodies" claim, I read that before in a different thread on the topic but I didn't preempt that argument here so allow me to address it. By late game we own the largest, most well armed, most dangerous fleet in game. We also can have over half a dozen colonies to our name. By late game we aren't just some no named nobody, we are a minor power. Similar to how the game already reacts to us playing with the market so there is no excuse that Alex is a mostly one man band that doesn't have the resources CCP has for their EVE online; or how the fact that we can acquire, man and supply a fleet of comparable size to the in game AI trade fleets indicates we are not hauling cargo in our trunk and hope to make a profit as some have stated in other thread on the trade and tariffs topic; so too your argument crumbles in front of what the game actually is. The ONLY reason trade is not profitable is because Alex was lazy the day he realized as a game designer that going from point A to point B and back again wasn't fun and decided to just cripple the legal trading system by adding a 30% universal tariff in place of making it more engaging. TRADE IS BROKEN, it's broken by design, but it is still broken.
And just so you realize what I mean: http://fractalsoftworks.com/2019/07/08/skills-and-story-points/ Here Alex shows that he can be competent and considerate when designing the game, he shows that as a game designer he can see the potential pitfalls of his decisions and anticipate the players actions. No such considerations were given to the tariff solution. Tariffs are a patchwork solution thrown on top of a working trade system that was too easy to abuse. Players can abuse the system? then make the system itself useless in game - bad game design. Trade is broken, intentionally so, but it its still broken.