Page 7 of 12
Posted: Thu Sep 14, 2006 7:20 pm
by floophead_III
Ok, after reading most of this thread I think I have a better solution than one that has been presented. I apologize if I say something stupid, logically unsound, or something already said - it's late here =P
Instead of having a fixed base, the base value for turns (which it appears everyone is fixated on, therefore the most important resource) should be set to its current value at the time the market resets. By doing this, there will truly be no limits to prices either way, and prices will more accurately reflect supply and demand. If every week is too infrequent, perhaps every night, but I propose run this next week as planned, and wait til the week's end. At that point the current turn value should be set as the base value. I do not believe most active players in this game would trade in 1000 turns even for as much as 6b naq. While weaker players may find this option lucrative, it's quite likely the turns will still be bought more than sold, especially as they're made so much more slowly than naq/UU.
Also, has anyone else thought about the implications this has for black market UU:naq ratios? With a truly dynamic market, wouldn't ratios possibly differ from time to time as much as 600% or more. Because naq and UU are both tradable in HUGE quantities, this would actually mean enormous profits are now possible to be made via trading. The UU:naq ratio on the game market though must be lucrative enough to make selling UU worthwhile though. Also there is the snag that you can only buy lifers from the market, which could quite possibly make what I just said moot and a waste of space
However, VERY good idea Forum, keep up the good work, and thx for making this Q wave interesting - I look forward to winning, I mean playing

Posted: Thu Sep 14, 2006 9:40 pm
by 12agnar0k
i have a better idea floop,... give everybody infinete attack turns .... end result..carnage... xD...
Posted: Fri Sep 15, 2006 1:57 am
by BL1P
floophead_III wrote:Ok, after reading most of this thread I think I have a better solution than one that has been presented. I apologize if I say something stupid, logically unsound, or something already said - it's late here =P
Instead of having a fixed base, the base value for turns (which it appears everyone is fixated on, therefore the most important resource) should be set to its current value at the time the market resets. By doing this, there will truly be no limits to prices either way, and prices will more accurately reflect supply and demand. If every week is too infrequent, perhaps every night, but I propose run this next week as planned, and wait til the week's end. At that point the current turn value should be set as the base value. I do not believe most active players in this game would trade in 1000 turns even for as much as 6b naq. While weaker players may find this option lucrative, it's quite likely the turns will still be bought more than sold, especially as they're made so much more slowly than naq/UU.
Also, has anyone else thought about the implications this has for black market UU:naq ratios? With a truly dynamic market, wouldn't ratios possibly differ from time to time as much as 600% or more. Because naq and UU are both tradable in HUGE quantities, this would actually mean enormous profits are now possible to be made via trading. The UU:naq ratio on the game market though must be lucrative enough to make selling UU worthwhile though. Also there is the snag that you can only buy lifers from the market, which could quite possibly make what I just said moot and a waste of space
However, VERY good idea Forum, keep up the good work, and thx for making this Q wave interesting - I look forward to winning, I mean playing

thats an excelent preposal (wow wouldnt turns soon become very expensive though)
still like it though
hehe market resets on a monday and turns are at 6bil for 500
the week after there at 18bil for 250
crys of sell sell sell are herd all over the sgw market place

Posted: Fri Sep 15, 2006 5:23 am
by High Empty
BL1P wrote:floophead_III wrote:Ok, after reading most of this thread I think I have a better solution than one that has been presented. I apologize if I say something stupid, logically unsound, or something already said - it's late here =P
Instead of having a fixed base, the base value for turns (which it appears everyone is fixated on, therefore the most important resource) should be set to its current value at the time the market resets. By doing this, there will truly be no limits to prices either way, and prices will more accurately reflect supply and demand. If every week is too infrequent, perhaps every night, but I propose run this next week as planned, and wait til the week's end. At that point the current turn value should be set as the base value. I do not believe most active players in this game would trade in 1000 turns even for as much as 6b naq. While weaker players may find this option lucrative, it's quite likely the turns will still be bought more than sold, especially as they're made so much more slowly than naq/UU.
Also, has anyone else thought about the implications this has for black market UU:naq ratios? With a truly dynamic market, wouldn't ratios possibly differ from time to time as much as 600% or more. Because naq and UU are both tradable in HUGE quantities, this would actually mean enormous profits are now possible to be made via trading. The UU:naq ratio on the game market though must be lucrative enough to make selling UU worthwhile though. Also there is the snag that you can only buy lifers from the market, which could quite possibly make what I just said moot and a waste of space
However, VERY good idea Forum, keep up the good work, and thx for making this Q wave interesting - I look forward to winning, I mean playing

thats an excelent preposal (wow wouldnt turns soon become very expensive though)
still like it though
hehe market resets on a monday and turns are at 6bil for 500
the week after there at 18bil for 250
crys of sell sell sell are herd all over the sgw market place

meh i think at 250 for 18 bill, i could just make a profit.
Posted: Fri Sep 15, 2006 6:44 am
by manan2007
i think its a great idea but the base rate of turns is very high
Posted: Fri Sep 15, 2006 7:08 am
by Ston
Wolf359 wrote:the question is 'can the game be maintained, solely on players buying SS?
well i dont mind if ppl pay $ bucks for a trade (even if it is 10*multiplier) but removing the market SS option for those who already have MSS or FSS would be an update i would very very appreciate and it would show admins courage to fix an error he made looong time ago and it will definatly make the game more interesting for all of us !
but then i see the reality: no one will admit that, because most of us (including myself) are hiding 4 days a week on ppt (unless you are in the top 30 with 200bil def and 50bil coverty, then you dont need it) just to have some calm moments or using it as a tactical part in the game...
Posted: Sat Sep 16, 2006 3:49 am
by gumbi
Um its a great idea but i reckon turns will run out on the market in about 4days and then the price of uu:naq and the price of turns will sky rocket.So therefor i propse we try it but i really doubt it'll work.
But good try i still reckon it needs alot of improvement
Posted: Sat Sep 16, 2006 10:26 am
by TheRook
gumbi wrote:Um its a great idea but i reckon turns will run out on the market in about 4days and then the price of uu:naq and the price of turns will sky rocket.So therefor i propse we try it but i really doubt it'll work.
But good try i still reckon it needs alot of improvement
the value of turns will change on the market so you will get less and less turns for more and more naq/UU so at one point it will become more worthwhile for the AT to be traded back on the market... and now peopel earn 3AT /turn there will be more AT out their for everyone!
Posted: Sat Sep 16, 2006 11:26 pm
by Hysteria
Given that
A. Attack turns are always needed for growth and Play
B. The game is UU based (for growth and income)
C. The big guns in the game are the only ones capable of buying resources at inflated rates.
would it be more practical to have set rates for buying attack turns and have a fourth option added to the market?
i.e.
800 attack turns for 3 bill naq (set rate never changes and market always has attack turns).
PPT at 2 Bill naq (Set rate never changes, increases naq available on the market).
Lifers at a flexible Rate (Lifers versus naq available on the market)i.e. if there is v little naq on the market you get more lifers and vice versa.
UU at 1/3 times that flexible rate (UU versus naq available on the market) i.e. if you can buy 9k lifers you can only buy 3k UU.
Those players using cash when using the market would get a 30% increase on all services bought as opposed to those using ingame resources i.e. PPT remains the same (in lenght of time) but 30% in the ammount of lifers/UU/attack turns you get.
This would keep the base rate for selling and buying attack turns the same and at the same time allow players to trade in UU again from the market but as a result of this selling UU directly on the market becomes more profitable for small and medium players.
The lifes blood of the game are attack turns, and the promotion of cash transactions on the market is of great benefit to maintaining the server hence the 30% extra on cash transactions I proposed.
Regards
Hysteria ..............DDE
Posted: Sun Sep 17, 2006 2:11 am
by Ex-fortis
Hysteria wrote:Given that
A. Attack turns are always needed for growth and Play
B. The game is UU based (for growth and income)
C. The big guns in the game are the only ones capable of buying resources at inflated rates.
would it be more practical to have set rates for buying attack turns and have a fourth option added to the market?
i.e.
800 attack turns for 3 bill naq (set rate never changes and market always has attack turns).
PPT at 2 Bill naq (Set rate never changes, increases naq available on the market).
Lifers at a flexible Rate (Lifers versus naq available on the market)i.e. if there is v little naq on the market you get more lifers and vice versa.
UU at 1/3 times that flexible rate (UU versus naq available on the market) i.e. if you can buy 9k lifers you can only buy 3k UU.
Those players using cash when using the market would get a 30% increase on all services bought as opposed to those using ingame resources i.e. PPT remains the same (in lenght of time) but 30% in the ammount of lifers/UU/attack turns you get.
This would keep the base rate for selling and buying attack turns the same and at the same time allow players to trade in UU again from the market but as a result of this selling UU directly on the market becomes more profitable for small and medium players.
The lifes blood of the game are attack turns, and the promotion of cash transactions on the market is of great benefit to maintaining the server hence the 30% extra on cash transactions I proposed.
Regards
Hysteria ..............DDE
This is the best idea i have read so far, it will make it to easy to grow but if there are unlimited turns. But it would make wars very interesting

Posted: Sun Sep 17, 2006 4:09 am
by HippyFool
Well i read the first page or 2 and then skipped to this one..so i think i got a pretty good idea of things
Firstly i would like to say that i am glad there is going to be a new system trialed (although im not sure if it will work or not) - should be able to tell within a week or so.
But i must say that what Hysteria says is very good.
All in all i am looking forward to this trial week, but if it does not go well then i think Hysteria's idea is a great one.
Posted: Sun Sep 17, 2006 11:34 am
by Memento
Aten wrote:Hysteria wrote:Given that
A. Attack turns are always needed for growth and Play
B. The game is UU based (for growth and income)
C. The big guns in the game are the only ones capable of buying resources at inflated rates.
would it be more practical to have set rates for buying attack turns and have a fourth option added to the market?
i.e.
800 attack turns for 3 bill naq (set rate never changes and market always has attack turns).
PPT at 2 Bill naq (Set rate never changes, increases naq available on the market).
Lifers at a flexible Rate (Lifers versus naq available on the market)i.e. if there is v little naq on the market you get more lifers and vice versa.
UU at 1/3 times that flexible rate (UU versus naq available on the market) i.e. if you can buy 9k lifers you can only buy 3k UU.
Those players using cash when using the market would get a 30% increase on all services bought as opposed to those using ingame resources i.e. PPT remains the same (in lenght of time) but 30% in the ammount of lifers/UU/attack turns you get.
This would keep the base rate for selling and buying attack turns the same and at the same time allow players to trade in UU again from the market but as a result of this selling UU directly on the market becomes more profitable for small and medium players.
The lifes blood of the game are attack turns, and the promotion of cash transactions on the market is of great benefit to maintaining the server hence the 30% extra on cash transactions I proposed.
Regards
Hysteria ..............DDE
This is the best idea i have read so far, it will make it to easy to grow but if there are unlimited turns. But it would make wars very interesting

indeed i have to support this idea
great plan mate i like it
Posted: Sun Sep 17, 2006 12:23 pm
by Respenus
Hysteria wrote:Given that
A. Attack turns are always needed for growth and Play
B. The game is UU based (for growth and income)
C. The big guns in the game are the only ones capable of buying resources at inflated rates.
would it be more practical to have set rates for buying attack turns and have a fourth option added to the market?
i.e.
800 attack turns for 3 bill naq (set rate never changes and market always has attack turns).
PPT at 2 Bill naq (Set rate never changes, increases naq available on the market).
Lifers at a flexible Rate (Lifers versus naq available on the market)i.e. if there is v little naq on the market you get more lifers and vice versa.
UU at 1/3 times that flexible rate (UU versus naq available on the market) i.e. if you can buy 9k lifers you can only buy 3k UU.
Those players using cash when using the market would get a 30% increase on all services bought as opposed to those using ingame resources i.e. PPT remains the same (in lenght of time) but 30% in the ammount of lifers/UU/attack turns you get.
This would keep the base rate for selling and buying attack turns the same and at the same time allow players to trade in UU again from the market but as a result of this selling UU directly on the market becomes more profitable for small and medium players.
The lifes blood of the game are attack turns, and the promotion of cash transactions on the market is of great benefit to maintaining the server hence the 30% extra on cash transactions I proposed.
Regards
Hysteria ..............DDE
Agreed! Very well done and detailed. I does cover the chaos of the market much better then Forums.
Posted: Sun Sep 17, 2006 5:36 pm
by Especian
GREAT IDEA!!!!
Posted: Sun Sep 17, 2006 7:11 pm
by mulletslayer
Hysteria wrote:Given that
A. Attack turns are always needed for growth and Play
B. The game is UU based (for growth and income)
C. The big guns in the game are the only ones capable of buying resources at inflated rates.
would it be more practical to have set rates for buying attack turns and have a fourth option added to the market?
i.e.
800 attack turns for 3 bill naq (set rate never changes and market always has attack turns).
PPT at 2 Bill naq (Set rate never changes, increases naq available on the market).
Lifers at a flexible Rate (Lifers versus naq available on the market)i.e. if there is v little naq on the market you get more lifers and vice versa.
UU at 1/3 times that flexible rate (UU versus naq available on the market) i.e. if you can buy 9k lifers you can only buy 3k UU.
Those players using cash when using the market would get a 30% increase on all services bought as opposed to those using ingame resources i.e. PPT remains the same (in lenght of time) but 30% in the ammount of lifers/UU/attack turns you get.
This would keep the base rate for selling and buying attack turns the same and at the same time allow players to trade in UU again from the market but as a result of this selling UU directly on the market becomes more profitable for small and medium players.
The lifes blood of the game are attack turns, and the promotion of cash transactions on the market is of great benefit to maintaining the server hence the 30% extra on cash transactions I proposed.
Regards
Hysteria ..............DDE
good idea