Author | open the economy |
Actually there's too much magic powder production. It is low in supply right now because everyone is working at the factories which were artificially flooded with gold. This means no one working in the mines and the factories using more magic powder.
Good partial point, but not exactly.
This is the magic factory functioning log:
https://www.lordswm.com/objectworkers.php?id=14&page=0
Since the reset all workplaces were full. I agree with you, that there's no real shortage now. The thing is that It is low in supply right now because everyone is working at the factories which were filled with gold, thus they demand magic powder in a frame of their hyperproduction. This high demand for magic powder is just short-term process, which will end when factories run out of gold. So more exactly, it is not low supply, but high demand, which causes short-term magic powder shortage.
Another thing is that some stock capacities were increased, that is another short-term process being a partial cause of shortages. But I don't exactly know which stocks changed, thus which resources I am refering to.
P.S. I hope I didn't mess supply and demand this time. I took a good care :-D |
Another example related to naviron's idea, functioning log of SH ore pit:
https://www.lordswm.com/objectworkers.php?id=15
Not full of workers at all, that's why we (players) cause the shortage of ore. But when players aren't motivated with wage, they won't work there even though the world was close to its end :-) Defender shield blacksmith, Steel blade blacksmith, Blacksmith of retribution are all full of gold and they don't need ore for their production. That's why the ore crisis seems to last very long. |
#21
Given the high demand of magic powder, there should be more workers at the magic factory. And if you look at the log going back to V-day, you would notice that there were many workshifts without a full 24 worker workforce.
Anyway getting back to the general idea most players do not realize that the admins frequently intervene and adjust the facilities to keep the economy moving. Dynamic wages and prices are needed because the facilities do not have unlimited gold and resources to keep working.
Since players get their primary income from the facilities and the factories depend on players buying arts, more should be done to either encourage this relationship or make them less dependent on each other. |
+2
i say bcuz this idea is too simple and is too easy in resolving coflicts.
-1
but imposing it is too diffifult.
therefore i give +1 for this idea. |
help
enter to turnament |
+1 |
this idea is not very complicated
the essential problem od game economy is hyperproduction (we produce more resources as we need)
if game would have program that would lower the efficency of workers in full factories this would be solved
this would work very similar like workaholic penalty but regardles of working hours of player
if factory gold would be nearly depleted efficieny of players working there would drop (as well as their wages) production would be lower in thay way, but consumption would stay and would be bigger than production
so factory would sell more than produce and get new money
when factory would get enough money efficieny of workers would be restored
this would solve some problems but lower wages would be unpopular among players |
Actually the game economy problem is that you all seam to believe that:
Since players get their primary income from the facilities and the factories depend on players buying arts
Since this isn't a closed economy (no inflation in facilities, durability loss, 1% to empire on market selling, castle development cost...), facilities' function in the game is to give gold to player NOT produce gold selling goods!
The only way facilities can keep doing their work (=give gold to player) they need new gold from empire/admin.
Any facility which doesn't run out of gold is working very good from an economic point of view and very badly trough its game objective. This isn't a problem as long as some facilities get out of gold.
So -10000 to the idea :)
Admin can simply put a little script that sell to empire 10% of each resource and 10% of stock if its gold reserve is below a certain level (10000 gold? or at least the cost of 1 item in stock) or if stock value is more than 10 time gold reserve. This can be a daily or weekly script.
This will automatically resolve this situation (not immediately, but with enough time):
https://www.lordswm.com/object-info.php?id=40 |
I think the wages is not the problem but the quantity of the problem should be solved..
admin can increase the amount of output of the arts that are highly demanded..so let say medal of bravery can increase into 20 per hour instead of 4 per hour...lol how many player we have here?4 medal per hour is enough for us?if the output is increase it might help to solve the problem like supply<demand into supply=demand
admin also have to control the resources regulate in market..like if they reset the facilities like they did weeks ago...they should remove the selling option of resources on market..mean we people cannot sell resources through market..those people will buy the resources and stock up and then sell higher price at market..
so when the situation back to normal like we had before admin can add back the resources selling option on the market again..
These only my opinion |
Another suggestion that I have heard in the forums is to incorperate gold mines into the game, that would explain where the gold comes from and we wouldn't have Admins intervene to stabilize the economy.
otherwise +1 to this idea |
I think I suggested that about a year ago. And it would be even better, if the mines and facilities were owned by players, who would be setting prices, number of work places, capacity of stocks etc. Each new workplace would cost something, each increase of stock capacity too. And much more can be written.
So you want the rich people to be mega rich?Do you want it to be unfair for lower lvls? |
@31
admin can set a huge amount of tax on that player like 95% tax?hahaa |
Admin can simply put a little script that sell to empire 10% of each resource and 10% of stock if its gold reserve is below a certain level (10000 gold? or at least the cost of 1 item in stock) or if stock value is more than 10 time gold reserve. This can be a daily or weekly script.
Why not unlimited gold and resources for all facilities? This way they will always run and they don't need players to buy their products or sell resources to them. The only bottleneck is the number of workslots. But since admins didn't do this, I would infer that they actually do want the facilities to run as part of the game economy with player interactions.
Actually the game economy problem is that you all seam to believe that:
Since players get their primary income from the facilities and the factories depend on players buying arts
So the only problem is that admins need to intervene every once in a while. Once admins can make it so that facility income and expenses are balanced out, then the facility economic problem would be fixed.
Since this isn't a closed economy (no inflation in facilities, durability loss, 1% to empire on market selling, castle development cost...), facilities' function in the game is to give gold to player NOT produce gold selling goods!
-Inflation is in the hunting/rare arts, elements, and TGI.
-1% market tax is just a small transaction cost; there isn't enough trading for this be significant.
-castle development cost is covered by leveling up (I know this doesn't cover switching factions... but that can be seen as a luxury).
-facility function can be seen as giving gold to players to buy facility products (arts) |