Orael said:Just to hopefully clear the air here - part of the reason for this thread is we can determine what the players in general want, so we can aim our goals appropriately.
There has been a lot of requests here to make things more active/engaging but then on the flip side, people want to have the option to not engage in the economy at all (mostly by having non-decay, self-sufficiency etc). Those seem pretty polar opposite goals.
Here are a few more questions that could use some answers in general.
1) Is the economy actually a problem for everyone or just a certain subset of players (like newbies etc)?
2) Should trading and economy be pushed as a viable gameplay route (ie, Merchant players that can make money as their IC identity and role)
- Is this currently an option?
3) Is there a route to allows players to both engage or not-engage as they see fit (ie Opt-in?).
- Is this a worthwhile path?
4) Would a better option just be just to nuke the economy and not even worry about it and only fix the commodity issues and call it a day?
- This option would be along the lines of just making basic supplies available in a shop. People can choose to have shops, but they'll have to understand that literally nobody has to or will engage with them outside others that choose to. The only worry about a glut of things would be to preserve db space rather than any economical issues?
Look, I know you're obviously going to have more knowledge of how this went down than I will, and I'm sure you're right, where I'm just cynical.Ianir said:Normally I have no desire to respond to claims like this because there's no benefit in it on our side, however this is outlandish and well-documented enough already that I have absolutely no issues doing so.Parhelion said:I can almost promise you that this happened because Someone was afraid comm generators were costing them irl money.Shango said:Used to have manse generators, and in the name of scarcity to...SOMEHOW...fix the economy, that was removed.
It happened because they got out of control and stockpiles of 10-200k of a single comm were becoming common, to the point where scarcity became non-existent in an economy that, while barely functioning as it is, relies on scarcity of commodities to exist. Money was not a concern, the game's health was.