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Everything posted by Ironmike

  1. I was thinking the same thing - something like the Mount and Blade map, where you control a little horses and move onthe map to instanced areas. 1. To get your EK region on the map, you have to have a certain number of people, more people and thelarger your region appears on the map. 2.You can see other players moving to EK regions, with trade lines and other UI and EK stats avail le for view.
  2. One thing I have noticed is that during testing, half the population is on the Sanctuary server at any given time, the EK equivalent we have now, and about half on the dregs equivalent servers. So maybe a start for some insight to the question on how to have a decent EK population, would be to ask, why are so many on the Sanctuary server now?
  3. You pretty much nailed it. Economic activity in a 100% PvP world (such as The CW's) will never have an economy, nothing will be traded at large at all except between those of the highest trust (and even then - not much). So what you see is not a dilemma, but the reality. EK will be the only area with economic activity because of law and order. The item broken at the moment is the very thin import pipe from EK to the CW.'s The best resources come into the EK in a big fat export pipe, but only a trickle can be imported, if at all. If their model does not change, EK will become the dumping ground of worthless resources from the CW's. Yes, even the "rare" stuff from dregs becomes worthless, as a 1% drop rate times 100,000 is still 1000, and if the demand is only 100 in the EK, and one cannot import it to the CW's, one ends up with 900 extra in the EK. Another way to put it, would be like going to Wal-Mart, only anything you bought can only be consumed, used, or worn in Wal-mart, They also provide lockers for a fee. If you go to the parking lot door, you can wear clothes or take some camping equipment and guns. If you take the door to the street, however, you cannot take out anything you bought or own and go naked. You can bring in a gun or money from the street though.
  4. The biggest question is can the owner dismantle the deeds/buildings into its basic resources like bricks and metal etc? The video only showed building:) The healthiest game economy will need this feature.
  5. Harvesters will just use alts for the MLs, mainly to get minerals and gems. Guilds will have a platoon of miner / harvester alts from their core player/fighter types. It is a necessity because no one can count 100% on random harvesters they do not know, so alt harvesters are needed to make walls and etc. Sure the outer circle of guilds or factions will have some harvesting capability, but ya just can't count on it, (unless a trade system is established). Yhis is the reason why "group" harvesting is really a mirage, (was in SWG, is in Eve, will be in CF) - its alts you see, not a group of different players! Most harvesting will be done solo, or in the case of a pro harvester, their main and alt. So yeah, I think the limit of ML to 2+ people is non-sensical. One can say a player "should" be doing this or that, but a harvester will always maximize efficiency of their time for highest profit and one can easily do it solo/with mule alt. The issue with group dependency of harvesting is time and return. Every other real person not only reduces yield/profit but also is a mega time waster, when by the time things get organized one may need to logoff (complete loss) or could have harvested more solo / withalt. Harvesting should be modeled after the crafter, individual action, collective dependencies.
  6. Order, because that is where the goddess of merchants stands!
  7. Its all about mobility, stuns and crits (except for the siege part). Resources that enable this will be in the highest demand. Those that don't won't.
  8. I second this. My strategy was to spin a Kingdom vs a guild also, (Nation, city state etc).
  9. @Pann - is using CC-BY OK? (Music) https://creativecommons.org/licenses/by/2.0/ Its just attribution, no other restrictions.
  10. That's the thing with economics - if there is in-game money / resources to be made, people will make business models to make it, and they should if that is their thing!
  11. Ditch the thralls altogether and put copper in EK. Besides thralls and npcs pull server power. If no copper then Alts it is then - with pack mules!
  12. Or a tax to place things in an individual embargo - with the "tax" portion going to the "group" embargo.
  13. So placing things in embargo is done on an individual basis, or a group basis?
  14. In their current description, one could log alts or even their main, do nothing, then boom free resources at the end of the campaign.
  15. And I would recommend a mount and blade like map to travel between kingdoms. In the future it would act similar to Eve online's multifunctional map, and also have real political, economic, and strategic gameplay value which completes the "game of thrones" model.
  16. It would be just like the automated harvesters in SWG, so it would not be unprecedented. Kindaa welcomed actually, otherwise we'll just make macro alts. Harvesting isn't a social activity, it is a profit activity. The social part is a mirage of alts.
  17. Human behavior does not change, so there will be all sorts of issues, guild inner circle selling resources for RMT, EK deals for campaign favors, theft. Guild will lose members who are not treated well financially. Socialism and "for the guild" doesn't work, especially for large groups. I think the biggest question right now is export rules. Like will it e a big pot? If so where does that big pot go to in the EK and who has access to it? Will it be individual pots (like the current spirit bank). When the embargo mechanics are spelled out, that will pretty much drive how economics evolves in the Campaigns.
  18. For me more a commodity exchange model, not really a guild per se. Of course relationships would be key Could start a collaboration / syndicate type thing (under the guild mechanic). Post away if interested! There is not enough published (imo) for merchant / wholesale trade business models yet.
  19. I was planning on making a farmer's cooperative market, so farmers can sell their food and resources to it - to feed the world! (echo)
  20. Yes the speed of customer support is only rivaled by the dropping of the food meter!
  21. Ironmike


    While I love summon for its various utilities, one might as well place all the strongpoints and POIs right next to each other as it eliminates the currency of distance.
  22. The three main endgame branches of the harvester are (in general) chief harvester for a guild, managing a large trading company independently with shops etc, and as a leader of a pirate/bandit/special team that harvests harvesters. While there is no formal tree for these, the things needed for these pursuits, (skills under other tree's) are there. That being said, it would be nice if there was a merchant type archetype and say, AOE harvesting, larger depot-like shops with caravans in EK, for example.
  23. Apparently placing them around a stronghold is beneficial also.
  24. The words are arranged randomly, and the frequency of the words mentioned result in larger words.
  25. I'm happy with buy and sell options, along with options to buy and sell the same item at different pricing points (variable pricing).
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