Macjimm Posted January 24, 2019 Posted January 24, 2019 On 1/22/2019 at 1:53 AM, Sir Max Magic said: but what we need would be a fixed good conversion rate at which people could sell their Doubloons to the NPC vendor Currently fighters can buy Reals, with Doubloons, at busy ports, from traders. How will a trader get Doubloons if the Devs create a NPC vendor? I like a system that encourages exchanges between players. 2
Potemkin Posted February 13, 2019 Posted February 13, 2019 (edited) On 1/21/2019 at 11:13 AM, admin said: Maybe we need to hot fix contracts and forbid contracts for trading resources (existing only for trading - not crafting) - which will create more supply for those who are in that port now (not who were there a week ago) This would help quite a bit. One player with alts can and do dry up entire regions. There's no way a new player without starting capital can have access to trade goods unless they spend hours capping traders or grinding while a select few players (and their alts) make millions in one trade run. I'd rather see the game be easier for newer players (and have an environment where they can actually learn trade routes and at least be aware there are easier ways to make money. As it is most never bother because all trade goods are filling massive contracts not port stocks) than see people hoarding millions of reals on their 5th alt and then coming to the forums bitching about the economy being broken. Edited February 13, 2019 by Potemkin
Jan van Santen Posted February 13, 2019 Posted February 13, 2019 (edited) On 1/21/2019 at 11:21 AM, admin said: hold on then. new trading systems will provide more opportunities for trade than the current implementation. It is going to be deployed to testbed first and then after we test the battle UI we will move it to the live servers. There were enough trading opportunities on testbed, yes....But there were 12 players on only and they were busy sinking ships. So we have to wait if there will be still enough opportunities when the patch goes life and every1 goes trading. The bigger "but": trading win was poor compared to the old system. I did eg a trade run with local artifact like things (Olmec Mascs or smthg) from Cartagena to KPR, net profit was just 1.5K per piece (weight of 100 ea, buying price 4500 iirc), thus not worth it. If this goes life exactly as on testbed, trade won't solve the reales issue. Edited February 13, 2019 by Jan van Santen
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