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Posted: Wed Sep 13, 2006 2:24 pm
by RealGateHead
I would still like to see something done with all the inactive account's turns, like being drained slowly, like say if they are not active for over a week or two they lose one AT per turn until they log in. That would free up a ton of turns, but i could just be way off on that...maybe i am misunderstanding how the turns work...maybe this is all a dream...maybe

Posted: Wed Sep 13, 2006 2:24 pm
by High Empty
dredd2525 wrote:
JIX wrote:i dont think this will work :lol:

what you basicly talking about is a market much like the matrix wars market

players will buy out all the turns untill the market is empty and the next turn the price for turns > naq will sky rocket players will then sell a fraction of the turns they bought and empty the market of naq

thus causing a market crash

but maybe i read your idea wrong


Not sure this will be a problem. We are all limited on total ammount that can be traded in a week is limited. It would take a huge ammount of people trading at the same time to effect this kind of effect on the market.

I have been praying this kind of change would be implemented.



Yup there is a problem but that's where the MIN base comes in i think. And have that would be that a max of .05 percent of what's on the market can be traded.

Thinking on the turn infusion, it should work about to about 100k turns a turn. with all the empty and banned accounts. A nice secondary use from them.

Posted: Wed Sep 13, 2006 2:28 pm
by High Empty
Realgatehead wrote:I would still like to see something done with all the inactive account's turns, like being drained slowly, like say if they are not active for over a week or two they lose one AT per turn until they log in. That would free up a ton of turns, but i could just be way off on that...maybe i am misunderstanding how the turns work...maybe this is all a dream...maybe


That where i wacky idea comes in.

( they fill the market with there lost turn income)

ofcourse so does someone like me who has over 4k turns we all fill the market.

Posted: Wed Sep 13, 2006 2:31 pm
by PSICOLIX
high empty wrote:Yup there is a problem but that's where the MIN base comes in i think. And have that would be that a max of .05 percent of what's on the market can be traded.

Thinking on the turn infusion, it should work about to about 100k turns a turn. with all the empty and banned accounts. A nice secondary use from them.


i think add 20k turns in the market per turn(+-1 mill/day) shoude be enouth to make the prices stable!!

i loved the idea of the turns of the 4k+ players go to the market, in adition to that, i woude like to say that 10% of the used turns shoude go to the market too.

ps: i woude like to ADD here that 30k mercs per turns ins't enouth, i woude like to see 30k plus 50% the mercs who died in the turn before!

Posted: Wed Sep 13, 2006 2:35 pm
by deline
I like this idea

Posted: Wed Sep 13, 2006 2:37 pm
by JIX
dredd2525 wrote:
JIX wrote:i dont think this will work :lol:

what you basicly talking about is a market much like the matrix wars market

players will buy out all the turns untill the market is empty and the next turn the price for turns > naq will sky rocket players will then sell a fraction of the turns they bought and empty the market of naq

thus causing a market crash

but maybe i read your idea wrong


Not sure this will be a problem. We are all limited on total ammount that can be traded in a week is limited. It would take a huge ammount of people trading at the same time to effect this kind of effect on the market.

I have been praying this kind of change would be implemented.
it would only take 387 players to crash the market right now if a few of the big traders got together and planned it right it would be easly done

Re: laisse faire market (prices set themselves)

Posted: Wed Sep 13, 2006 2:38 pm
by Nuto vixen
Forum wrote:hi,
after much work on the market, and turns, and and and .... i have decided to try a true 'open market' in that prices set themself.

Each resource will have a 'base' value. now it is:
turns: 800
units: 20,000
naq: 2,000,000,000

the way it works now, is each can range from 66% to 166% of its base, depending on what else and how much of it, is on the market.

if one resource heavily dominates, the lesser two goto 66% each, and the 'excess' one to 166%...

while this was 'ok' and ensured certain resources were not super expensive, or cheap, it is clear that trying to control the market is not ideal, as it inevitably creates the need for manual adjustments in quantity or prices..... this is not what a true market should do :)

so -- the proposal. remove the limits. keep the base.

so each will go from -100% to +200% of its base value. the total will always be 100%. where this will make a difference is when one resources is REALLY in small supply. using existing bases, and with the current reserves on market as i write, teh 'new' values would be:

3,660,000,000 Naquadah for 896 Turns for 1,400 Mining Drone/Lifers for 5USD.

as you can see, it would never get to this point, as people would have long before unloaded untrained in favor of naq or turns....
i would 'reset' the market so all resources are equal at the start, then let the market decide prices 100% from then on....

this may create 'market traders' who buy low, sell high, but that is ok - it will just add a dimension (or increase that dimension) within the game.

the end results *should* be a market that is always reflecting what the 'true' exchange rates should be, based on overall supply&demand.

will wait till next market turn reset on monday to implement, unless there is a good reason not to :)

admin jason.



I realize that alot of people use the market and therefore updating this has its benifits, but you really need to fix the current way that declined trades work for the broker.

People are losing billions worth in resources due to the fact that when their trades are declined, through no fault of their own, their resources are thust into their public realm for anyone to come along and take, and if you are not online at that very moment, you will have them taken.

It happens all the time. Cant we fix that first? Or at least at the same time please?

Suggestions for a better idea have been made in the Suggestion forums months ago, and they were pretty good, but seem to have been ignored and pushed aside.

Link: http://herebegames.com/StarGateWars/vie ... 72&start=0

And to a lesser extent: http://herebegames.com/StarGateWars/vie ... 78&start=0

Posted: Wed Sep 13, 2006 2:38 pm
by TheRook
so every player who has 4k+ AT at the end of a turn loses 10% of their turns I like the sound of that... that will also stop people from hoarding 10-20kAT and selling them on the black market...

I wouldn't mind that... as real turn users would only get 1 5xMT of AT at a time and just raid it down to below 4k before the turn ends... but people that hoard them to sell them on for a profit will gain nothing... which in my mind is a good thing :) more money for the small fries... i.e. me :)

p.s. I cant wait for the new market to kick in!

Posted: Wed Sep 13, 2006 2:42 pm
by Grand Admiral Martin
i like this idea and love the fact that we have a warning of when it will come in, now i can be prepared

Posted: Wed Sep 13, 2006 2:44 pm
by Grizzly
TheRook wrote:so every player who has 4k+ AT at the end of a turn loses 10% of their turns I like the sound of that... that will also stop people from hoarding 10-20kAT and selling them on the black market...

I wouldn't mind that... as real turn users would only get 1 5xMT of AT at a time and just raid it down to below 4k before the turn ends... but people that hoard them to sell them on for a profit will gain nothing... which in my mind is a good thing :) more money for the small fries... i.e. me :)

p.s. I cant wait for the new market to kick in!



very bad idea to lost 10% of AT over 4k. I buy 10k of AT at a time i use them up raiding in a day or so.

Posted: Wed Sep 13, 2006 2:45 pm
by PSICOLIX
TheRook wrote:so every player who has 4k+ AT at the end of a turn loses 10% of their turns I like the sound of that... that will also stop people from hoarding 10-20kAT and selling them on the black market...

I wouldn't mind that... as real turn users would only get 1 5xMT of AT at a time and just raid it down to below 4k before the turn ends... but people that hoard them to sell them on for a profit will gain nothing... which in my mind is a good thing :) more money for the small fries... i.e. me :)

p.s. I cant wait for the new market to kick in!



nope pal, the players how have 4k+ already lost 3 turns per turn, and that is that 3 turns who will got to the market!

Posted: Wed Sep 13, 2006 2:47 pm
by BL1P
- limit is probly ok
but the + limit will be too small i think

but those can always be alterd when theres no more turns left agian :P

intresting anyway

Posted: Wed Sep 13, 2006 2:47 pm
by Grand Admiral Martin
what time (gmt) does the market reset?

Posted: Wed Sep 13, 2006 2:51 pm
by JIX
Emperor Martin wrote:what time (gmt) does the market reset?
the turn after 8am monday

Posted: Wed Sep 13, 2006 2:52 pm
by Grand Admiral Martin
JIX wrote:
Emperor Martin wrote:what time (gmt) does the market reset?
the turn after 8am monday


thanks mate