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VR Jobs and Neverdie

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Ghostier View Drop Down
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Post Options Post Options   Thanks (1) Thanks(1)   Quote Ghostier Quote  Post ReplyReply Direct Link To This Post Posted: 22 Jun 2016 at 3:54am
I apologize to you and to Barnsey for loosing my temper.  It is a little frustrating not having enough knowledge about the game (because I am so new) that I cannot logically say this will work or that will work and here is why in a clear manner.  

My hope was to throw out ideas and have others with more knowledge hash them out, but since that didn't happen, I will try to state my visions according to how I envision them but the back and forth of me explaining further may be limited by my lack of knowledge.  I am more an ideas man than a functionality man in most arenas, though I do often have some real good ones.  Still, I will try to explain how I envision these professions coming together, and please bear in mind that I am not a mathematician, so I will not be able to provide any cost vs benefit analysis.  That will have to come from those who understand these things better, still I will try if asked.

So here goes, let the discussion begin.

On the point of farming, sell deeds as they are being done now, but don't make it like stock make it like ownership.  So the owner doesn't get paid weekly, the owner gets paid by people who have this hoe (or whatever) similar to the sweat guns or some similar device.  These 'farm-workers' buy seed from MA and plant them on the landowner's land.  The landowner and worker wait (don't know what is a reasonable time maybe based on skills level) for the seed to grow, but as the farm-worker harvests the lanowner gets a small portion.  The more workers he has the higher his return.  The more the worker plants the more MA makes, in addition to the income from sale of the original deed.    If necessary a small tax can be assessed on the landowner.

- MA makes an initial earning from landowner's investment, without paying out.
- Landowner, get continual income based on his fee to the worker for using the land.
- promoters get a bit of income from landowner marketing his land's availability.
- Worker makes money selling the fruit of the field.
- Ma makes continual earning from tax of landowner, and sales of seed.  
- security team makes a profit by protecting the farm, if viable.

For the security job, my initial thought was to make it a team, but as it was pointed out that would be a logistic nightmare.  So, here is my new thought.  A bounty system.  If animal or hostile (don't know right off how to determine this hostile designation) is killed on a landowners deed, the landowner pays a small fee for the protection.  The Landowner runs the risk of losing the protection if the bounty is not honored.  The bounty would have to bear code that indicates it was killed on the landowner's property.

- Landowner gets protection for his workers and property
- 'security' gets paid for his services.

Construction workers.  Relatively the same as the land workers.

Landowner builds leisure activities on land purchased same as for farming.  In fact make it an option to do either, farming or leisure.  Players come face the challenge of the leisure activity (which the construction workers built),  for a small fee, the players gain stats to become better in the game.  The leisure activity can be optional things like rock climb, obstacle course, gauntlets, races, etcetera.  Just look at what people do for thrills in real life and you have your leisure activities.

Manufacture items.  I see many items on the market,  but not knowing how to make them I don't know what it takes.  All I know is that I think a good 'global' for manufacturing would be to make something not yet on the market.  We have clothing designers, plastic surgeons, why not inventors.  In the real world there is a market for making new apps, why not make that possible in the game somehow and at a profit to both the player and MA. 

I think you see what I mean by making it easier for the new players to 'stay in the game',  diehards are your money makers, not the newbies.  Tax them (Make it harder for them), they will expect it.  Make it easier for the newbies to develop into diehards.  You can explain all day long how it costs to keep the game running, but until you get the newbie well past the initial shock that this might cost me a fortune, you are missing out on a whole body of diehards willing to deposit.  You can sell worms to a fisherman, but only an angler will by the more expensive lures.  I really don't know why this is not the norm already.  Newbies need to be carried into adulthood.  Feed them milk and charge them for steak when they have grown up.

I have been listening to partners for ped and have taken a bit of a sketchy hiatus, form the game except for checking in on my mentor (trying to catch him when he is on) or catching up with other friends I have made.  Though I think with recent attempts to stop bullying in sweating circles I have made more enemies than friends. Maybe you see my disgruntled response to being shut down, in that confession I just made.

I can't wait to hear your ideas, but as far as taxing the TPs, I'm an explorer to begin with, so, though it is a help to have TPs, I don't think I would use taxis if they were gone, or taxed, since my mentor and other friends shuttle me to places I haven't been anyway, or I just walk.  This is something that has puzzled me from the beginning, that people would bother to pay for taxis.  If taxis can make a living more power to them, but I don't see it being viable in either case, TPs or no, tax or no.  But that is coming from someone who doesn't have ped to throw around.  I think tps are better for the game than taxis because they make it easier for newbies, and you know my sentiments on that subject.  Take it for what it's worth.

Thanks for listening and jumping in to save me from losing all hope, adrastos.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Ghostier Quote  Post ReplyReply Direct Link To This Post Posted: 22 Jun 2016 at 4:38am
There goes that one-sided thinking again.  I just can't believe it.  Of course I want the game to be more lifelike.  Everyone does.  That is the gamer's dream, and MA has been working on that from the beginning with their real money system.  Nothing wrong with that, unless it's up to you, because you are stuck in the past.

Isn't the cost to MA for the developers there regardless?  I don't understand how implementing new ideas is an additional cost? The developers are paid to develop so let them develop some fresh ideas instead of the same old thing.  How many times has the game been updated, and with what - a different look.  Are they getting over on MA by backpedaling or coasting.  Let them design something more than a new look on old items.  Let them earn what they are paid by doing what they are paid to do - develop. 

Once they develop it, it will be done and then they will go back to tweaking the same old thing and coasting, but for now the game needs an overhaul.  I think that pool has become stagnant.  Get them busy on implementing new ideas.

After the developers have made the implementation it will be driven by the other players while still being a source of income for MA, if it is done right.  Old way of thinking, has come to an end, the new way is innovation.  Stop being in the way and let those who can lead, lead.

Barnesy, are you a taxi driver?  You seem to be stuck on this dying job type.  It is time to move on.  Farms can make money for the game, if they are developed right.  Leisure centers can make money for the game, if they are developed right.  Entrepreneurship is the new driver, not the taxi.   Get on board.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Ghostier Quote  Post ReplyReply Direct Link To This Post Posted: 22 Jun 2016 at 5:04am
Speaking of jobs, I want to throw this out there.  Aside from my whining about how I have been supposedly shut down throughout my attempts to help, I want to let you know I am available for any type of opportunity to join the team, in a for pay type of scenario.  I think it is evident that I have some very good ideas, and a rather innovative style of thinking that would add greatly to the MA team.  I have a tiny bit of skill at developing, but a huge imagination that I think will add greatly to the MA team.  Please consider recommending me for a position with MA.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Barnesy Quote  Post ReplyReply Direct Link To This Post Posted: 22 Jun 2016 at 9:09am
I agree you got a great head for it ideas, but you do need to work on viewing it from all sides, not just the one that benefits you, that's advice to grow as a human. 

Are you trying to join the MA team? Because this isn't with MA, its a private outside system that is tied in with ped gain within the game. So you'd be joining the EP team applying here, but i believe tia runs this ship solo and just has people hand out ped in game and reimburse them the cost they paid out. Just a volunteer program.
"It'll be fun" they said! But now, i have no Ped :(

EP goals:
Have lots of EPCC:
Got : None, They took em all man, they took em all!!!

Thanks for the great site Tia!!!
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Ductus Quote  Post ReplyReply Direct Link To This Post Posted: 22 Jun 2016 at 9:45am
Mind Ark is currently looking for C++ Programmers.

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Post Options Post Options   Thanks (0) Thanks(0)   Quote Ghostier Quote  Post ReplyReply Direct Link To This Post Posted: 23 Jun 2016 at 12:40am
Thanks Ductus.  If only I had followed through with my personal study of C++, I might go for that, but I think I would be in over my head at this point.  They do offer it as a course at New Horizons.  

Have you been following the conversations? What do you think of my ideas?  Would they cost MA any more money than they already spend?  Have I only been approaching these ideas single-mindedly?

I don't want to be negative anymore, but I just want to have another opinion.  Are my ideas single-minded and selfish, in that it only benefits myself?  Or, am I being unjustly judged and out-rightly objected to for someone's personal gain of prestige in the eyes of others. 
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Ghostier Quote  Post ReplyReply Direct Link To This Post Posted: 23 Jun 2016 at 2:14am
OK enough is enough.  Call me what you like, but my ideas have never been intended as selfish.  I have only tired to help and as proof let me throw this out there.

If my ideas are viable, then place them in areas that require people to use the taxi service to get to and from the nearest TP so that the Taxi profession will be stimulated.  I am all about helping any way I can so hopefully this compromise with my apparent adversary in this topic board will be the proverbial burying of the hatchet.

I don't like to argue or nitpick, but I will stand up for myself, or others when I perceive oppressive behavior, intended, or not.

Now, lets talk about how to fix things and how to move into an amiable future, instead of talking about each other.

Suppose my ideas never get off the ground, to fix the taxi losses make events or attractions of some kind in areas where there are no TPs.  However, I really feel the saturation of personal vehicles defeats the use of taxi's in any case.  How about implementing no Civilian vehicles zones, coupled with issuing taxi licences.

I don't remember the issues with trading at the moment, but give a recap of the perceived problem and I will try to think of a solution.

Let this be the end of teardown and the beginning of dialogue as it should have been from the beginning.

You in partner?
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Ghostier Quote  Post ReplyReply Direct Link To This Post Posted: 23 Jun 2016 at 3:11am
Tried*
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Barnesy Quote  Post ReplyReply Direct Link To This Post Posted: 23 Jun 2016 at 4:15am
I never intended for you to feel your ideas were self centered or selfish, your post only showed what would be the benefit of such an idea, and i simple put forth the problems for you to think on. 

I know some of my points would seem negative, but its just my writing style and i mean no hostilities. I'm to nice to be hostile, but i'm honest and pretty serious so i can be a bit of a brick wall when i'm on a rant. 

I don't think the large amount of vec's been available is a big problem, as most of your rides are for new players, and even after they got the first flight craft, it tends to be the 2 seat aircraft, which means group taxis are still required for some time. 

I like your idea of a no civilian zone, but i'm also worried that this might just be a ped sink, since most players would just buy a license and not taxi, so that they could keep access available for them selves. 
This could put a strain on lower budget hunters / miners who might not be able to afford an additional license as well. 
MA likes to keep a hands off approach with in game activities so licences would most likely be a use given to land area owners. Which i expect them to be fair been LA's competing for population, but is not a certainty. 

I havn't played in around 4/5 months but
As with the issues with trading, EP BPs (Explosive projectiles), a lot of crafters moved to explosive projectiles crafting when it came out because it was crafting for TT, you can make an attempt with a pec, where as the next cheapest tends to be around 6 pec per craft after MU. Which is a huge difference for practice, and at the higher drop levels (EP IV) 20 Ped a click - and i remember seen regular global of like 150 + ped.

With such a profitable method and an infinite tt price resource there on demand, over 70% of crafters moved to EP crafting initially, which means that the requirement for a lot of standard ores and skins dropped - still been gathered at the same rate, but their use was efficiently 3/4 slower. Which has largely hurt the economy. As time as gone on, people would come back to crafting having skilled on EP, but there is still a lot of people sinking ped into EP trying to past the skill point that makes profit regularly.

I still believe that they need to adjust or remove the Bps but it would be making MA some serious cash so they don't want to do that. It could be better now, but i haven't heard of them been removed / fixed yet 


 
"It'll be fun" they said! But now, i have no Ped :(

EP goals:
Have lots of EPCC:
Got : None, They took em all man, they took em all!!!

Thanks for the great site Tia!!!
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Ghostier Quote  Post ReplyReply Direct Link To This Post Posted: 23 Jun 2016 at 5:30am
Could the taxi licence be limited to a certain vehicle type that would only fit the description of Taxi type vehicles?  I say this with no understanding of what types of vehicles there are.  How about a stringent time trial based on the vehicles actual use as a taxi.  Not sure how to implement that one.  Just spit-balling and hoping something sticks.  Maybe the hunters and miners could make up the difference of lost income by security detailing in these areas.  Just had another thought, what about making a shuttle driver profession?  Being MA sanctioned it could elevate the problem.  That way MA could have control of the whole thing, including the vehicle.

The problem as I see it with the Explosive projectile manufacturers, is saturation.  Perhaps making a more random result would curtail this.  If people can easily make these and that is bad, then make it more hard for them to make them, or make the result a more random range of result.

As a friend of mine who works for a Huge missile company would tell you, there's bugs in them there bullets.  Easy at the higher levels will make the top heavy, this is why I say easy should be at the lower levels so they stick around longer, the diehards will stay regardless.  What I am saying is put a few bugs into the equation that will end up costing more to make them.  Really good payoffs should be a privilege of the highest stakes players, like inventors, if that profession ever gets implemented.

Sorry if I misunderstand anything you bring to the table, but I am still getting used to the acronyms and some of the ones you use confuse me.
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eleviate*

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alleviate* 
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Ductus Quote  Post ReplyReply Direct Link To This Post Posted: 23 Jun 2016 at 6:20am
Your ideas would certainly increase the variety of things new players could do other than sweating.

I don't have any problems with a tax on the TP's either. After looking at Neverdie's infograph, it appears that TP use may just be 0.1 PED or 50 sweat. Not a huge amount.

I understand you want to join MA, but I don't see them in need of a consultant. I've seen similar ideas and more on the Entropia and Calypso forums.

I'm not saying any of those ideas are any better than yours. But they get all of these ideas for free from the player base.
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Barnesy Quote  Post ReplyReply Direct Link To This Post Posted: 23 Jun 2016 at 6:31am
Okies so i've got my response's for your redone list of ideas, the explanation is much better this time round, i now have a clear idea of what your planning of and not guessing, which makes it easier to respond. 

Farming. 

Okay so take away the deed of the farm, rather we will just add it as a function of Land deeds from the player owned areas in the southern continent. The owner marks the area for farming and the taxes on fruit collection (same as hunt/mining 1-3/4%) so LA gets fruit as payment. 

I'm going to assume that the way to do it is have the area automatically put a seed point every so much in a grid formation rather then having players space out the seeds themselves, say every meter across a point is added so that there is a set number of nodes that gets used. This way the system puts it in upon setting up the area not on a per use level.

What i would have is that the LA buys the seeds and puts them into his LA's maintenance system, much like fertilizer for hunting mobs, and the point just plant automatically. This way people who can't afford seeds can still participate. Farmers then move from seed to seed watering or crop tending, and once the seeds fully grown, is distributed to first the LAs tax, and then the rest is split as evenly as possible between all the people who helped tend the crops for that section. 
There is a lot of problems with this method, but i think this will on the easier side of things to implement, the problem comes from the price of seeds vs the payout in tt from each planet point. Then the possible division between each player, since if 100 people farm and a tree pays out 50 fruit, we can't give players half a fruit. 
Maybe it could be set so that the owner pays out ped based on the contribution of each person from the total fruit collected in TT, If the owner can't pay it all out then the fruit is TT'd to compensate. And left over fruit can be traded / used and the owner profits from that. 

If there is a farm system implemented, there will need to be a separate use for the grown material, since this would have a negative impact on walkers who collect the current fruit / stones in the game. It may not need to be fruit, could be a synthetic oil or silk that could be used in crafting or something that could be used along side something else with improved results. (Farm Fruit might give only 50% nutrio bar efficiency against what we currently have) This would have a smaller impact on the prices since a more / less consistent source is available, but with a different efficiency based on the cost to obtain vs current methods. 

Then there's also the problem of how much does 1 seed cost and how much can it payout with any amount of people tending its growth. I think the LA paying out the TT value to the farmers is maybe the only reliable way, since then there's no upfront TT gain been awkwardly split, its just shifted from 1 player to the many workers. Then depending on the price of the seeds the LA only loses what he paid to plant + Land taxes. The workers still get an income, which would have to be small, i would say matching or slower then sweat if its free to do (MA would make it that way anyway so might as well start with it.) 
The LA would lose in TT value, which is standard against the game, been around 85 - 90% average, then the profit comes from MU or use. 

There is a maze of problem that come with implementing a system this big, that makes it a minimal negative impact on the current market, a standard 85% in TT return from the game and still a potentially profitable system by having it backed by use in the economy. I feel like this is still the best idea cause it makes use of LAs in another way, but i'm also worried that our current economy, specially with fruits, will not be able to handle this more consistent way of getting one resources (or randomized group)

Security,  
Still don't like this idea even if its just mobs, it only takes for no one to be around and then there is issues. Using the farming idea, if the owner puts 50Ped of seeds into the ground, and it just happens to be a dead time - I.e. midnight, a few minutes before / after servers close / open ect, and a mob just walks through and does damage and the bounty times out before anyone who can kill it shows up, then the farmer goes well i lost 10% seeds because no one is around. Then level issues show up, what if everyone is to weak, they spend a lot more on ammo then a high level person and they might not even kill it, which means some people won't even try to kill it. Even with 100% pay from LA, + the drop rates would have to be changed to adjust for the bounty payment, or else La's and hunters would find a system where the farmer can profit after bounty and the hunter can always profit on hunt, then the system becomes a cycle that gets abused. 
It could work, but i still think the best possible system would be a 1 sided system, either MA, the LA or the guard will win, won't be all 3 together and it can't bounce between the LA and guard consistently, this does also depend on whats been guarded and how that makes tt value to. 

Construction 
I don't understand how your going to implement them, you just went off on a tangent straight away.

Leisure 
I don't know how this will go, its another idea i haven't thought of, but i don't think it will work out to well for one single reason. 
While it could be a thrilling experience, your playing a game at a desk, 
You could go to a theme park and pay for a ride and enjoy it, but would you feel like you got your moneys worth if you paid someone and then went and put yourself on an in game replica of that ride in say roller coaster tycoon 3. You rode the same ride, but IRL you got thrown around and felt the wind and body movement and in the game you watched your camera get thrown around. While VR is more immersive in this, still missing out on the momentum of the ride which is a big part of the experience.

I don't feel like players would be willing to pay to have their avatar rock climb or run a course, horse ride, sky dive, ride a coaster. 
I could see the point of a movie theater but then what do you play? Copy right would be a problem and MA can't make a new movie to be shown every week. 

The only way this could be successful is if players get something out of doing it, which means it needs to be potentially profitable, which is a bit hard to do when they ride a roller coaster.  

Going of that, maybe we could have a Gym as well, and the owner has to buy / make the equipment and repair / replace the damaged items, and then he can charge people to use the equipment. The equipment can then be used as a stat booster, so dumbbells might increase your carry weight skill, running might let you run faster overall, things that let you train stats in an afk-able but more expensive kind of way. You could tie this into the farming where you eat farmed food to get energy that lets you exercise. 

Inventor - 
This one is a hard one to make, since we already have people who can change the colour of items so everything looks as people want it, but to invent new items is a lot harder, since most items )besides clothing) are stat based, people who invent new things wouldn't be in the line of balance that MA has set. With clothing, its possible, but then the cost to make / quality of the item still have to be worked into account, been an RCE game, also has to be balanced for. 

This newbie friendly - diehard stuff ?
MA can't really make the game more newbie friendly, because for every depo person they gain by helping them test everything out with a quicker grinding stage, there will be a hundred people staying and doing the grind because they are getting certain profit at that level, there are people in sweat groups with armor, guns ect that are sweating because its free and they can do it till they next depo, trade their stock off to their partner and so forth and their earning slowly while they wait. Its not meant to be a think you stay on for months at a time, its meant to be a trial period in which you put some effort in and you earn a little freedom to trial the game and see if you wish to pay for it. You set the trial length and how long before you feel you should depo. If you wish to truly play f2p, then you have to earn that with your first few years been an up hill grind. 

Life like -
Yes i can appreciate it been more life like, but there comes a lot of limitations with that, which is why even simulators and life like games 'without RCE' are still limited by the fact its a game. 
For the immersion we gain by having it more life like, there is a lot of life costs that we as players in a game don't have to worry about or pay for. As for the people who actually play this game to try and make a profit, they would also have harsher opinions for life like ideas then i do myself. Since life like is limited mineral pool, mob population management, food and requiring beds (so own / rent a house or room) if you do want a more life like experience that's fine, but you also have to accept the additional costs to play this game with more basic needs. Most players will not though.

TP's 
I enjoyed the use of Tps when i first played, its how i got around and explored for my first year to, which is why i also did not fully jump on removing the tp's side, merely put it out there as a possible solution. 
I'm well aware of the free rides mentors and richer players in general give. I know Tps are an improvement on the game, but they have hindered aspects of the player interaction, which is what this game is built off.

Cost of developing. 
Its not the implementation of new ideas and systems, that is the standard cost of developing. What i'm talking about is how that system affects the game. This is an RCE game, so if MA puts in Farming, they developed the system and they pay'd out in dev time for the hopes that they get more back in depos by players for that system, fair enough. The additional cost problem comes in later, when those players have built their farms, and the TT return is greater then the TT put in. Farmer buys 10 Ped seeds, he gets more then 10 ped back more often then not. MA has then  made a system that with just 10 Ped, is possible for the player to just make 10% every time TT, which means that the player is making money of the game, and been an additional cost to the developer instead of an income. Ped made in TT is money from MA, Ped lost in TT is profit for MA. 

I do not recall using this in a confusing way, but ill have a look later and adjust if i need to.  i've been on this for over an hour and need to go soon :(

Overhaul
Might as well make a new game if your gonna overhaul it, too many players will quit at the changes, as have many already have with changes over the last decade. People have put IRL houses on loans just to invest in this game, this is a major legal system that can and will slam on MA should they mess around with everything to make it a specific way. As for a 'stagnant pool' this isn't a game you play because its a fun interactive game, but because you like the community and the systems work well with you, the idea of making money while playing a game has brought you here, but you stay for what this idea has cultivated. This is a game that is played over a decade, like real life, its the same thing for weeks on end with slow changes for you to explore. 

And last but not least me 
I took up taxi driver as a primary job for a little while - when i first got the sleipnir mk1 and i had no ped - at the time 1 trip a day was a good day and my average, and that was fine. Once i got 5-10 ped i ended up going back into trading as my primary job and taxi became a usual side income, that made me a little money and helped new players with tp runs. 

I don't really need planet side taxes to improve for me, but it is an improvement for the community. 
Yes i would do more taxi runs if tps weren't around, but i use tp's to for trading and other things, so thats a catch 22, specially since trading makes me more money then taxi. However i know thats a job that many newer players could take up on been around 50 ped to get stuff together, cheaper if you buy a lower tt health ride. I know that TPs have killed a viable job that you yourself could have fitted into for a while to make some initial ped, but that is now lost to you just like it was when i started it. 

As a side note, Taxi is still a required job between planets, and it is some what well paying if you are a good pilot who can handle bandit players well. 

Yes i know farms can make a lot of money, but it is money that is coming out of real life not a game, the trouble with putting in a system that big is, as above, the impacts it can have on the economy are so big, and MA doesn't know how players will take this change into the economy. They will miss the turn over mark likely more then once and it will take months for them to see the price that we have set on it, an they have to guess that as best as possible so that the TT in and out overall flow with it in a profitable for MA and potentially profitable for players in a fair manner. 

P.S. Been a taxi driver makes me part of the entrepreneurship, your still missing the mark that money in this game comes from the players, and any system implement could hurt the game so much in just a few hours.

I remember last Halloween mayhem, the quest rewards they put were to high for the cost it would take to earn it, within a few days, so many people had taken the reward and made a lot of ped that they canceled a weeks payment off the CLD set. Been the first week of merry mayham, alot of people depo so we could have been at anywhere around 4ped for that week. Or in total for all deeds, 240K ped. 

That was the cost to players for a mistake that only existed for 3/4 days of potential abuse. 


"It'll be fun" they said! But now, i have no Ped :(

EP goals:
Have lots of EPCC:
Got : None, They took em all man, they took em all!!!

Thanks for the great site Tia!!!
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Barnesy View Drop Down
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Post Options Post Options   Thanks (0) Thanks(0)   Quote Barnesy Quote  Post ReplyReply Direct Link To This Post Posted: 23 Jun 2016 at 6:40am
I doubt MA would design a new class of flying vehicles just for people to uses as a taxi, its up to us in game to make use of the tools provided to fill the needs of service. Like i said MA takes a more off hand approach to  in game works, they implement and tweak systems, but not manage them. 

EP crafting is a gold mine for MA cause out of everyone who does it, only 5% would have the skills to regularly profit on it, the other 95% are losing money and having to depo, but the money is going from player A into TT into crafting Into TT into crafting until the player needs to depo again. not from player to player which is hurting the economy. In time, as more and more people start profiting often from EP the amount they make will decrease because the game as inbuilt code that puts out less resources as more and more profit is made. IDk what will happen with the skill in say a year or 2 time when more people profit often, but it might turn into 10% getting 90 ped instead of the current 5% getting 180 Ped. It will die out as time goes on, but its still a problem that takes years to turn over in this kinda game. 

I've got to run, irl things to do, but ill have a look at your responses later.
"It'll be fun" they said! But now, i have no Ped :(

EP goals:
Have lots of EPCC:
Got : None, They took em all man, they took em all!!!

Thanks for the great site Tia!!!
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