Guest Posted July 2, 2018 Posted July 2, 2018 Hi everyone, I’ve just started playing and I have question about contracts. How do I buy stuff without a contract, last night most materials were contracted out, I couldn't buy anything, most items had more stock than the contract but I couldn’t access that stock. Players seem to have locked down most items (and with inflated requirements) .
admin Posted July 3, 2018 Posted July 3, 2018 13 hours ago, BuckleUpBones said: Hi everyone, I’ve just started playing and I have question about contracts. How do I buy stuff without a contract, last night most materials were contracted out, I couldn't buy anything, most items had more stock than the contract but I couldn’t access that stock. Players seem to have locked down most items (and with inflated requirements) . which materials do you need?
Gregory Rainsborough Posted July 3, 2018 Posted July 3, 2018 (edited) I don't see the problem outbidding by one gold personally. Why would I want to give the AI even more tax than it already does. I'd still outbid them by the smallest amount and I'd rather it be one gold than 100k. Edited July 3, 2018 by Gregory Rainsborough
admin Posted July 3, 2018 Posted July 3, 2018 1 hour ago, Wraith said: Players should produce or loot everything Not everything, but more than they loot now.. 2
Werewolf Posted July 3, 2018 Posted July 3, 2018 13 hours ago, Banished Privateer said: About that as I suggested with the UI update, a player should be able to manage contracts and stuff/trade in port while sailing at sea. Multitasking to fix afk-sailing boredom and fix alts camping ports for contracts. Great idea!
King of Crowns Posted July 3, 2018 Posted July 3, 2018 6 hours ago, Wraith said: Perhaps it should be. Copper could be a rare resource mined from the copper ports but it should be far more commonly available than it is in the game, given the fact that it was on almost every Royal Navy ship by the 1800s. just come to la navase you can buy all elite upgrades/copper plating from WO. because we are not a bunch of lazy cucks that want everything given to us. so we go out an get it. instead of waiting for the for the government/devs to give it to us.
Werewolf Posted July 3, 2018 Posted July 3, 2018 Just one problem with your clan based system.... not everyone is in a clan, nor do they want to be. Clans being able to lock down a port for noone but themselves is a TERRIBLE idea. 1
King of Crowns Posted July 3, 2018 Posted July 3, 2018 1 minute ago, Werewolf said: Just one problem with your clan based system.... not everyone is in a clan, nor do they want to be. Clans being able to lock down a port for noone but themselves is a TERRIBLE idea. naval action is a team game. if your not willing to be on a team/clan then your gameplay expierence will be limited. however. you can buy bottles and get upgrades from bottles. you can also go solo an epic event by yourself and get all the loot from that. or you can go to the fleet event when it spawns. all are ways around buying crap from a port.
King of Crowns Posted July 3, 2018 Posted July 3, 2018 7 minutes ago, Wraith said: I have plenty of copper babe and don't feel the need to be a King of PvE like you. Besides, all my posts are valid feedback and suggestions, unlike your grovels to the dev's to solve your "problems" at the expense of the rest of the server: there is nothing left in this game but pve. and maybe 3/4 fights per 100 hours of gameplay. due to the safezones which need to be reworked. they need to be in the pacific and 0 pvp should be possible until they graduate from newb status and enter the carribean. then its survival of the fittest. but until then we will continue to PVE. unless some one else actually puts a fleet together during the night time. who knows if we see another pirate fleet of 20 ships for a pb maybe we will go to war with rats.
John Jacob Astor Posted July 3, 2018 Posted July 3, 2018 10 hours ago, Wraith said: The largest problem is the contract system intersecting with non-player produced goods. Ports shouldn’t drop anything. Players should produce or loot everything and the economy should be a live database, accessible by sea. This seems to me be the only route to a fully functioning player economy. Although I am willing to cede having trade good drops. Not everybody is going to want to participate in the contract markets and there is a sector of players that are happy shuttling dropped goods from one place to another. Keeps more people in the game (and more targets for the looters). Want to have textile machinery? Fine. But there should be zero intersection between dropped goods and the contract economy. Zero. 10 hours ago, Wraith said: I’d argue that the entire economy and crafting system should be available at sea (I personally would welcome distracted econ guys sailing around in trade ships) and that the trade tool should be live. It would make for a much better game, reduce the impacts of alts in the economy somewhat, and could be rationalized as having “agents” in your outposts who are working on your company’s behalf while you’re away at sea, etc. Whatever form it takes I am completely on board with of thinking of this as having agents. No business proprietor of a concern of any size is ever physically present for all aspects. Being able to access contract activity without actually having to be in the port solves one of the structural contraints the contract economy. 2
Raf Van Boom Posted July 4, 2018 Posted July 4, 2018 The problem is maybe that the contracts are open-ended auctions, they need a time limit like you know, a normal auction would.
Christendom Posted July 4, 2018 Posted July 4, 2018 3 hours ago, King of Crowns said: because we are not a bunch of lazy cucks that want everything given to us. so we go out an get it. instead of waiting for the for the government/devs to give it to us. Says the lazy cuck who only sits out on this porch (la navasse) while the worker bees in this clan provide everything for him. Way to a constructive member of the community. 8 hours ago, Wraith said: This has nothing to do with conquest as existing alts have equal access to both production and contracts under either of the scenarios being discussed. The mechanic that I proposed, however, eliminates one logistical barrier/incentive to having an alt raised by physically needing to be in a port to conduct crafting/econ, as well as eliminates purely dead AFK time of sailing. Creating live crafting/trading while at sea is just a quality of life improvement that benefits everyone equally, and if you combine that with more player production/contracts and fewer magical, RNG-fed port drops that can be monopolized by those with the most alts and the most time... well, that's a win-win. Again, I'll reiterate: this doesn't impact conquest at all. Conquest is currently disincentivized by being able to smuggle, most of us with more than one alt, and the fact that it actually costs you more money and time to raise hostility, capture and pay the taxes on a port than it does to put an alt in a nation and just sit it in the port of interest. I mean.. look at Cartagena.. when was the last time you saw a port battle there, or at any of the copper ports? No one cares. Now if we had a purely clan-based system, where individual clans could choose to 1) leave a port open to all, 2) open a port to your current nation but close it to others (eliminate smuggling), 3) open a port only to friendly clans, 4) close the port to everyone except your clan... Now then you'd have real incentives for conquest (not to mention real intrigue, spying, infiltrating clans, etc.)! War companies were the best idea to not be implemented. This is the only way to save the game IMO. In more aspects than just the economy. Too many nations. Not enough players. 1
Guest Posted July 4, 2018 Posted July 4, 2018 1 hour ago, Le Raf Boom said: The problem is maybe that the contracts are open-ended auctions, they need a time limit like you know, a normal auction would. Auctions! ah didn’t think of that, haven't seen that type of trade system before, thanks.
King of Crowns Posted July 4, 2018 Posted July 4, 2018 1 hour ago, Christendom said: Says the lazy cuck who only sits out on this porch (la navasse) while the worker bees in this clan provide everything for him. Way to a constructive member of the community. I ventured out of the front porch recently to do some epics. around navase there is about 4 per day that spawn out there. do we need to talk about your recent constructiveness with USA nation?
beagleplease Posted July 4, 2018 Posted July 4, 2018 (edited) 9 hours ago, Marcus Corvus said: Whatever form it takes I am completely on board with of thinking of this as having agents. No business proprietor of a concern of any size is ever physically present for all aspects. Being able to access contract activity without actually having to be in the port solves one of the structural contraints the contract economy. This please this. Edited July 4, 2018 by beagleplease
Sir William Hargood Posted July 4, 2018 Posted July 4, 2018 My suggestion is that once you are at the top of the log and start obtaining goods this cannot be overridden. The current mechanic is contrary to any real world bid scenario and frankly is just silly. The next guy bidding can bid in the que but not override the current winning bid which is obtaining goods. Just imagine in the real world you win a tender and get awarded the contract and while midway through fulfilling your obligations somebody (after the tender is awarded) outbids you and your contract gets revoked... 🤣 Limits to contract volumes will reduce exploit of this. 1
Werewolf Posted July 4, 2018 Posted July 4, 2018 17 hours ago, Wraith said: You're telling me you haven't set up a one-man clan so you have a warehouse (if not, you're missing out on easy storage)? Once you have said one-man clan then you can negotiate with port owners to be "friendly" and be allowed to trade/craft out of them. Easy peasey. I have indeed. I suppose you have a point there. Fair enough. 1
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