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More multiples in game market

Posted: Sat Mar 20, 2010 7:46 am
by Legendary Apophis
I got this idea from old chaosgatewars game, there was multiples above 5, of 10, 20, and 50. That would solve the lack of ATs in market, without having too awesome rates like there used to (buy 1k ATs for like 55bil naq). You could buy more, but the rates would remain. And of course, there would NOT be artificial ATs/uu/naq created every market change. So when one ressource would be zero, it would require people to sell in market. Like a true market normally is. Nothing falls from sky.

Current Exchange rates:
5,020,000,000 Naquadah for 36 Turns for 6,600 MineSlave/Lifers
Would mean that if you buy with x10 multiple and use all 3 MTs, you could buy yourself 1080 ATs.

What do you think?

Re: More multiples in game market

Posted: Sat Mar 20, 2010 7:55 am
by Q Man
Use ALL market turns (3 quantities) in exchange for 1,080 non-transferrable turns...

or get the same amount of turns without selling anything?


this market fails. :P

Re: More multiples in game market

Posted: Sat Mar 20, 2010 7:56 am
by Minato Namikaze
Maddog wrote:Use ALL market turns (3 quantities) in exchange for 1,080 non-transferrable turns...

or get the same amount of turns without selling anything?


this market fails. :P

Those turns you cant sell [-X

Re: More multiples in game market

Posted: Sat Mar 20, 2010 7:57 am
by Q Man
oh, i know that. but who wants to sell turns these days?

Re: More multiples in game market

Posted: Sat Mar 20, 2010 7:58 am
by Minato Namikaze
I dont but there are stillpeople who do

Re: More multiples in game market

Posted: Sat Mar 20, 2010 8:02 am
by Q Man
lol, ok.
well, to stay on topic, i don't really like the idea of introducing more multiples, not past x10 anyway.

but the idea of not introducing artifical turns into the the market could work, although, it could be too late to impliment.

Re: More multiples in game market

Posted: Sat Mar 20, 2010 8:05 am
by Buddha
NO and another big NO there is way to many turns the game is to easy because it.

turns is the last thing that there should be focused on to do anything or fix anything unless its hampering them.

Doing the 5 turns hit before MS on both sides are engaged.

The fact is Main and Ascended especially ascended need so many overhauls you could think of to fix the issues there is plus removing alot of the bugs as well.

And giving more turns will just ruin the game more if the time 50 was for anything else then sure i wouldn't mind.

Re: More multiples in game market

Posted: Sat Mar 20, 2010 8:05 am
by Minato Namikaze
I think that it would work best with a high-bred of both

Re: More multiples in game market

Posted: Sat Mar 20, 2010 8:16 am
by Legendary Apophis
Nimras wrote:NO and another big NO there is way to many turns the game is to easy because it.

turns is the last thing that there should be focused on to do anything or fix anything unless its hampering them.

Doing the 5 turns hit before MS on both sides are engaged.

The fact is Main and Ascended especially ascended need so many overhauls you could think of to fix the issues there is plus removing alot of the bugs as well.

And giving more turns will just ruin the game more if the time 50 was for anything else then sure i wouldn't mind.

As I said, there wouldn't be generated ATs in market. So when 15k ATs are bought, unless someone sells Ats in market...the total amount of ATs is -15k.

I also agree nothing beyond 10x should be implemented. I proposed it because of new players having issues to get ATs now. But I don't want turns to be unlimited, thus disappearance of autogenerated ATs. Which means...if people buy 1.5k each, and 1000 people buy every week...it will drop by 1.5mil ATs, unless people sell turns there.

Re: More multiples in game market

Posted: Sat Mar 20, 2010 8:28 am
by Buddha
Legendary Apophis wrote:
Nimras wrote:NO and another big NO there is way to many turns the game is to easy because it.

turns is the last thing that there should be focused on to do anything or fix anything unless its hampering them.

Doing the 5 turns hit before MS on both sides are engaged.

The fact is Main and Ascended especially ascended need so many overhauls you could think of to fix the issues there is plus removing alot of the bugs as well.

And giving more turns will just ruin the game more if the time 50 was for anything else then sure i wouldn't mind.

As I said, there wouldn't be generated ATs in market. So when 15k ATs are bought, unless someone sells Ats in market...the total amount of ATs is -15k.

I also agree nothing beyond 10x should be implemented. I proposed it because of new players having issues to get ATs now. But I don't want turns to be unlimited, thus disappearance of autogenerated ATs. Which means...if people buy 1.5k each, and 1000 people buy every week...it will drop by 1.5mil ATs, unless people sell turns there.


Well we could make it so new user could buy from market tons of turns and when they reach a ceatain size they can't anymore and has to be like everyone else, if a user tries to drop under that size its to late they will not get the trade turns back. The turns the new players get doing this will be turns they can't trade or sell on as well.

That way we help the new commers and stop the almost unlimited turns to the oldies and they can't come and say its unfair lol. But they proberly will.

Then your multiplayer by 50 is fine.

The size where you stop having the options should be like with the perg and plaige limit grow with the flow as we say.

Re: More multiples in game market

Posted: Sun Mar 21, 2010 4:07 pm
by Sarevok
Nimras wrote:Well we could make it so new user could buy from market tons of turns and when they reach a ceatain size they can't anymore and has to be like everyone else, if a user tries to drop under that size its to late they will not get the trade turns back. The turns the new players get doing this will be turns they can't trade or sell on as well.

And what if someone sells all their UU for $$ or Naq, so they stay below that limit. Unfortunatly, anything reguarding physical size would not work. You would be best to make it first 2 weeks of game play. Although this also has problems, especially if people start over

Legendary Apophis wrote:As I said, there wouldn't be generated ATs in market. So when 15k ATs are bought, unless someone sells Ats in market...the total amount of ATs is -15k.

Or put the system back how it was years ago. Whereby market reset, MEANT market reset. Where all the values were return to their original number (or just a set ammount re-added to the market)

Re: More multiples in game market

Posted: Mon Mar 22, 2010 2:22 am
by CABAL
I agree, personal ATs should be bumped up to ~>1k for new accounts less than 2 weeks.

Althought I would imagine there'd be quite a few multies appearing if this were to be implemented. :neutral:

Re: More multiples in game market

Posted: Mon Mar 22, 2010 2:30 am
by Sarevok
CABAL wrote:I agree, personal ATs should be bumped up to ~>1k for new accounts less than 2 weeks.

Althought I would imagine there'd be quite a few multies appearing if this were to be implemented. :neutral:

If they were personal AT, and not tradeable, then they would be reduced. Also, you can't trade them, so the only exploite i can see, is farming with them, then logging out, and logging in, to farm the multi of the naq

Re: More multiples in game market

Posted: Mon Mar 22, 2010 2:31 am
by Juliette
Nimras wrote:NO and another big NO there is way to many turns the game is to easy because it.
What game are you playing? :? There's a pretty huge shortage atm, playing styles are already changing as a consequence.

Sarevok wrote:
CABAL wrote:I agree, personal ATs should be bumped up to ~>1k for new accounts less than 2 weeks.

Althought I would imagine there'd be quite a few multies appearing if this were to be implemented. :neutral:

If they were personal AT, and not tradeable, then they would be reduced. Also, you can't trade them, so the only exploite i can see, is farming with them, then logging out, and logging in, to farm the multi of the naq
*grin* That's a risk with any amount of turns, and if one multi can farm more naq, it will in fact serve to reduce the total number of multies that come into the game daily. :-)

Re: More multiples in game market

Posted: Mon Mar 22, 2010 3:02 am
by Sarevok
Offensive Bias wrote:
Sarevok wrote:
Cabal wrote:Althought I would imagine there'd be quite a few multies appearing if this were to be implemented. :neutral:

If they were personal AT, and not tradeable, then they would be reduced. Also, you can't trade them, so the only exploite i can see, is farming with them, then logging out, and logging in, to farm the multi of the naq
*grin* That's a risk with any amount of turns, and if one multi can farm more naq, it will in fact serve to reduce the total number of multies that come into the game daily. :-)
Well, if we wanted to reduce the risk, just autobad any account that shares an IP with any other account. That'll eliminate multis. Only problem is, if 2 people play from the same house, or same university etc...