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J Bentham
Gallente Freelancing Corp
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Posted - 2007.05.23 23:39:00 -
[1]
Edited by: J Bentham on 23/05/2007 23:43:21 So I was piloting my Obelisk a couple of dozen jumps and playing Railroad Tycoon 3 to fight off flying asleep in my pod when an idea popped into my head. Why is the way NPC trades work in eve more like they are in railroad tycoon (interesting, realistic and fun)
What if instead of having NPCs corps just buy whatever it is they buy, what if NPC corps had different facilities in stations that would demand a certain amount of goods which would then be transformed into another type of good. If the delivery is fulfilled the price of the produced good goes down, if the delivery is unfulfilled the price of the goods to be delivered would be raised.
You could even have PCs be able to invest in these facilities so that they could then realize some of the profit created by these facilities assembling goods. Stations might also need a population number which would show how many goods like food ect they would demand, if these are routinely fulfilled the population goes up and they demand more complex goods.
These are just a few of the ideas that have been wildly popping into my head, I hope they are at least interesting.
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Hektare
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Posted - 2007.05.24 00:18:00 -
[2]
Edited by: Hektare on 24/05/2007 00:17:20 It's an interesting idea, but in practically every single game with a complex economy, NPC's act as a stabilizing factor. The fact is, that EVE's economy isn't perfect, in that supply and demand don't dictate reasonable prices on many of the lower rank items. This isn't as noticeable in EVE as in other games, due to the excellent work-ins of item destruction and usefulness, that keeps the demand for practically every single item in the game at a reasonable level. In EVE, the gap in profitabitily of low rank items is made up by NPC buying and selling that doesn't quite have to work out correctly. In other games, this gap can be made up by other ways, most notably the low rank items that are used to "skill up" tradeskills, but this is very deliberately not something that EVE utilizes (it's one of the things that makes EVE unique). In short, in any economic simulator there are discrepancies between the items needed and the items that are profitable to players, and these discrepancies in EVE are made up for by NPCs. The alternative is an economic sim rather like the real world where entire sectors of the world have shortages of certain items, and wealth builds upon wealth to a degree where it is unfair, and frankly, not fun to a large amount of players. That's life, but it wouldn't make for a good game. NPCs, NPC missions and randomly filling up NPC storehouses make the game fair and balanced for everyone, so I vote no on this proposition, despite the added realism it might induce.
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J Bentham
Gallente Freelancing Corp Confederation of Independent Corporations
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Posted - 2007.05.24 01:22:00 -
[3]
Perhaps we are talking about different things, the type of things which would be bought and sold in my proposal would exclusively be things that are now trade goods. It sounds like you may be talking about modules which I would not want to touch at all. I'm just talking about changing how NPCs buy and sell trade goods.
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Caleb Ayrania
Gallente TarNec
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Posted - 2007.05.24 10:30:00 -
[4]
Hey J Bentham..
I have been talking about this since EVE launched..
I actually think its something thats on the drawing boards in ccp. If you take a look at how things in EVE is becoming more interdependant, you will notice that the net result will be what your asking. The problem with letting this be handled by the npc corps and doing the whole npc stocks/investing idea is, that it will be rather hard to balance and avoid abuse..
Simply to many factors, and to much to make sure is properly connected. The best way to make something like you suggest is to let stations spawn supply and demands upon player interactivity. This player activity can be anything, but these activities would then need to be priced. Example docking and undocking would maybe cost 500 isk and would generate demand of 1 unit of oxygen demand on dock, and 1 unit of garbage supply on undock. Same concept on other activities like repairs, manufacture and market orders. The result would be that different playertypes in stations generated new player activities in the form of trade and traffic.
So in general I agree, I just think it need to be handled rather gently ..
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Kramer Verone
Amarr TeamMX
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Posted - 2007.05.24 12:51:00 -
[5]
NO,
the NPC trade solely exists as a last resort measure for CCP to balance the market, and also a chance for newcomers to dabble in simple low-cost trade.
Only player trade should get any attention, and the transformation of materials for other materials and products, already exists.
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guardimin1
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Posted - 2007.05.24 13:42:00 -
[6]
i think that the goods that now are in game must be make by players and the demand of those goods are needed by players (bv.pos/tech2 industry) this must be by al the goods in game than we have a real accomedy and make trade more interesting .
atleast thats what i think 
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