Trade routes in new mod

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Trade routes in new mod

Post by BabaRoga »

Cargo traffic has been significantly reduced on the current mod according to our Intelligence reports. Many Republics faced economy stagnation, even worse ...
It will be very useful if we get significant trade routes with significant amount of money profit in comparison with awards from the fight missions, I hope in next mod.

Otherwise, we' ll probably lose one important segment of the game ...
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Re: Trade routes in new mod

Post by Zebulon »

:D Hey BabaRoga...! There are developments on the way.  Big discussions behind the scenes regarding the 3D systems - we are trying to see if they can be "downgraded" to 2D, reduce them in number and maybe even get trade lanes fitted to make access a little easier....its all up in the air right now.  Please see the post regarding "Calling All Developers" .

Keep trading as best you can - the Dynamic Economy is also under review:  Even the VOID Is being affected by the Global Economic Downturn!  :)
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Re: Trade routes in new mod

Post by [BLK_LGN][X]Zeus »

What this is is you asking for your income to be put out for you on a plate.

On our forum there is a bunch of trade routes posted that completely outweigh the Alpha run.  You just need to get up and look for them.
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Re: Trade routes in new mod

Post by BabaRoga »

[quote="[BLK_LGN][X]Zeus";p="206250"]What this is is you asking for your income to be put out for you on a plate.

On our forum there is a bunch of trade routes posted that completely outweigh the Alpha run.  You just need to get up and look for them.[/quote]

It seems you didn't understand my post ...
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Re: Trade routes in new mod

Post by =ESF=XENON »

As zeb mentioned , i think the developers team are having a good discuss about 3D systema and Economy
i think it will be fixed very soon babaroga

beside that - i just found an amazing route from 4 days , it is huge cash
no spoilers indeed , but was showing that there is shortage of routes as u say , and in same time , some routes are very useful when found although they are rare.

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Re: Trade routes in new mod

Post by [BLK_LGN][X]Zeus »

I do understand your post Baba mate, there are trade routes that offer a significant amount of money, it's just you have to look a bit harder for them this time around.
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Re: Trade routes in new mod

Post by anoyingnomad »

Zeus, it means no easy cash anymore, long routes with much profit, short routes with less profit. Will most likely increase RP if there is alot off traffic between those routes. I dont like those short easy routes anyway lol.
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Re: Trade routes in new mod

Post by [BLK_LGN][X]Zeus »

......

There should be cargo traffic.

People shouldfind routes.

But people are being too lazy to go and look for them.

That's what I'm trying to say.
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Re: Trade routes in new mod

Post by anoyingnomad »

xD

Indeed there ARE routes. Ussually between ONE lane lol. Thats what is wrong i guess.
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Re: Trade routes in new mod

Post by BabaRoga »

[quote="[BLK_LGN][X]Zeus";p="206310"]......

There should be cargo traffic.

People shouldfind routes.

But people are being too lazy to go and look for them.

That's what I'm trying to say.[/quote]

[align=justify]Zeus, mate,
I know for the current routes, but as I said you didn't get the point. I tried to make support for all those people who want to play traders RP  and to encourage  them by mod improvements to trade in bigger numbers.  We don't see them because they can get money more easily from mission, trading is  for them wasting time at the moment. That was their impression they shared with me.

Traders are important because they connect various systems and establish players presence and traffics in more sectors of the Sirius. It is not so interesting to see the bunch of players only in Sparta. Established traffics can significantly improve other RPs too. It's obvious, there is no need to mention examples.

However, I'm glad to hear from Zebulon that Development team already works on this case.[/align]
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Re: Trade routes in new mod

Post by geromix »

[quote="[BLK_LGN][X]Zeus";p="206310"]......

There should be cargo traffic.

People shouldfind routes.

But people are being too lazy to go and look for them.

That's what I'm trying to say.[/quote]

Have to agree here with Zeus people are lazy.

Overall trading has become interesting with dynamic economy and the Alpha run which seemed a copy of old Tohuku run is more or less obsolete.

The only problem is lack of pirates which makes trading very very easy.3D systems compound the problem with big open spaces,very difficult to catch a trader.

In AoF forums too we have got a whole bunch of routes you just need to switch from one to another but there are no pirates to stop you.
If any, they are busy in Sparta. :P

Yes overall trading like piracy is 'neglected' which is partially because we are not a strong RP server like Disco,we are more of a straightforward shooter server with pvp duels taking center stage.

However having said that there is scope for improvement,a lot.
Piracy certainly was bigger earlier,very big.

Also i would like the defunct group-"Traders and Corps Discussion" revived if that is possible.

Fortunately as Zeb said they are working on it,good that u brought this up we wouldn't have known.

Lets patiently wait.

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Re: Trade routes in new mod

Post by MODAX »

Motivation.

What motivates a trader? Cash. Large, copious amounts of cash. But what motivates his desire for cash? Why does he need that cash?

As an individual, to obtain ever more powerful and ever  newer ships and weapons.

In relation to the "community"; increasing  power, influence, and presence within void, on his own, or in a group.

To this end what must be done is to create highly desirable content, and social status assets that could only be archived through extensive dedicated trading, which would then necessitate geo-spatial information gathering of the void universe, in addition to escort services to protect the highly valuable trade shipments, and the even more valuable rare items carried on traders returning from a long deep space foray.

As for individual police, escorts, freelancers, bounty hunters,  mercenaries, assassins, rogues, and pirates, their motivation to participate in escorts sorties, pvp duels, wars, pirating and bounties arrives from been given exclusive access to highly desirable content, and social statues assets that are unlockable only through non-trader activities.

Adventures/Explorers will also be motivated by access to challenging to find, and even more difficult to obtain exclusive items that could only be reached through adventure only activities.

Once the "social economy" of the void universe is established, all RP roles will reveal themselves organically from the community with little need of oversight and direction.

As it stands at the moment their is a step plateau of user progress, for instance,  once one passes the threshold of clan membership (level 40-50) Sooner or later all the "best" setups are known (via ship scan) and information sharing between users, until the population of ship becomes noticeably homogeneous (viper, Anubis, etc. nomad weapons, upgrades). This is almost impossible to prevent. After reaching this level, the only real competition outside of clan participation is a) increasing cash score b) increasing pvp skills. The first is abstract, and at some point losses it's context, and is difficult to show anything for, the later reaches a peak at some point and there is no progress afterward. In essence, there is nothing to "spend the money on" or no new skill to show. There is a quick race towards a low variety of items and ships and then little evolution afterward.

Users should be given the access to new content via character specialization and achievements. There should be no "best" weapon/ship set ups.

In a sense, something similar to WOW achievements. Also, Oblivion comes to mind, where one is consistently rewarded for persistence and determination, and the fruits of ones labor are eminently visible ( house's, horses, rare vanity items, ever cooler items etc. etc.)

I believe that if these concepts could be better implemented, void would be a vastly more dynamic and exciting universe.
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Re: Trade routes in new mod

Post by Zebulon »

:-? WOW - a very interesting approach.  One thing to remember here is that VOID mod and server were set up as a "Shooter" server - basically a PvP environment.  As things developed an RP aspect began to evolve.  X tags and R tags were the only officialy recognised RP tags.  Clans were permitted to develop their own RP's along existing NPC clan lines and with a few others thrown in for good measure. So we got Lawful, Pirate, Police and Evil clans appearing along with trading organisations like STG and AoF  - again these were all player developed some worked better than others.  

So your image of the VOID future is very ambitious to say the least.  I understand the quandry.  One of the problems we had when changes were made was that some of the unbalanced and "bugged" trade routes were abused and we saw the arrival of level 90 players overnight!  This was considerd wrong and many were made to return the ill gotten gains - truth is it was not such a huge problem other than new members to these clans were "given" super amounts of cash and thereby bypassing the normal character development process.  I still feel that there are many here who have reached the heady hights of Level 90 by dubious means - thats not to say ALL of them have done so - I am sure there are some genuine exceptions.

We decided not to penalise people because in the long run it was somewhat pointless being level 90 as there was no real advantage other than not having to ever trade again.  If you were to introduce a whole new level of "gainable" commodities and items - ( Im guessing a bit like the browser games on Facebook)  then immediately those that have attained the level 90 Multi billionare status gain an immediate advantage over the rest.  

If your ideas were to be implemented ( and I thing they are a great concept!) we would maybe have to consider a character wide reset.  Basically a "Begin Again" scenario.  Ok - before you all fall off your seats - I am against that and would want to see if there was any other way around it.  All Level 60 and above get reset to level 50  - gives em all something to reach for - you could also introduce a level bonus - something cosmetic that does not necessarily give any Fight  or Flight advantage - say "Matching Engine and Ship Light" colours, eg Green up to level 30  - Blue - level 30 to 50 and Purple for 50 and above -  - thats just an idea.  I guess some sort of real estate would also be a consideration - "Own Your Own Asteroid"

I dunno if that makes any sense at all.   In order to encourage the trading aspect of things we need to sort out the 3D systems back to 2D with Trade Lanes to give a slightly easier access and stabilise the commodities / weapons / ordinance on the new systems planets.  Part of the fun of trading is that you dont have to get all in a funk about PvP combat - all you should worry about are Pirates / Hostile clans and NPCs -  The reward is successfuly getting from A to B without getting your @ss shot off!

I would suggest that you talk with Rimshot about what sort of limitations the VOID mod / Freelancer code sets and what sort of restrictions there would be on the server.  We have to consider the whole LAG problem and not all that play here have supergames PC's  - and that the game is old.  Eve Online and some new developing PC online Space Games are surpassing a great deal that VOID and Freelancer offer - saying that - Freelancer is one of the most enjoyable games in as much as it applies the K.I.S.S. principal - that is its universal and enduring appeal.  

Your ideas do you proud mate.  Keep em coming!
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Re: Trade routes in new mod

Post by anoyingnomad »

You know, RP is basicly about trading.

Traders attract pirates,
Pirates attract navy.
Navy attracts Rogues,
Rogues, Attract hunters..

And you can keep going on with that. But as its VERY easy to gain cash here, theres no point in trading the whole day.


Easy Solutions:

Make the routes longer and more dangerous,

Bring the price of stuff up. Nomad lasers cost 150k, people got around the 200 mill........ Now why would you trade if ya got around 500mill?

Make ships more expensive, nomad armor back to 7 mill again, make stuff hard to get. Its easy.
High prices demand more cash, and that demands more trading. And that attracts RP :)

Short but Simple.
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Re: Trade routes in new mod

Post by Zsoca »

I like trading. But not here in Void. Why? Hmm, 1st I hate the AT. When I came to Void I started with the T-Top and after it with Dromedary. It was a bit boring, maybe its my fault, dunno. In Discovery for exaple the only thing I do is trading :), but in Transport and in RP way. Here I cannot properly enjoy the RP trading 'couse the only big freighter here is the AT, so I only use the Missoury-Norfolk extra short route, you know its hard to RP or just fly long routes when you rly dont like your ship :(  :( and the Sunslayers are rly expensive :D   :D...
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