Capping Credit Market Price

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Re: Capping Credit Market Price

Postby sXs » Thu Aug 05, 2021 8:42 pm

I have no issue with the price of credits going up. None at all.

The issue is that the primary use for credits is voodoo. In a market that is not influenced by outside forces there should be some correlation between the two.

As credit prices go up, the prices of voodoo should go down. It should work like the ship market does. When credits were 180-200k a piece, lvl 10 SOTL would go for 100-150 credits each. Now credits are 400k plus and lvl 10 SOTL go for 60-80 cr each. That is how market forces should work.

What we have now is the same person .... or group of people........ control both the credit market and to card market and are inflating the prices of both.
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Re: Capping Credit Market Price

Postby Shadowood » Thu Aug 05, 2021 8:51 pm

sXs wrote:I have no issue with the price of credits going up. None at all.

The issue is that the primary use for credits is voodoo. In a market that is not influenced by outside forces there should be some correlation between the two.

As credit prices go up, the prices of voodoo should go down. It should work like the ship market does. When credits were 180-200k a piece, lvl 10 SOTL would go for 100-150 credits each. Now credits are 400k plus and lvl 10 SOTL go for 60-80 cr each. That is how market forces should work.

What we have now is the same person .... or group of people........ control both the credit market and to card market and are inflating the prices of both.


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Re: Capping Credit Market Price

Postby Argo » Thu Aug 05, 2021 8:58 pm

Shadowood wrote:
sXs wrote:I have no issue with the price of credits going up. None at all.

The issue is that the primary use for credits is voodoo. In a market that is not influenced by outside forces there should be some correlation between the two.

As credit prices go up, the prices of voodoo should go down. It should work like the ship market does. When credits were 180-200k a piece, lvl 10 SOTL would go for 100-150 credits each. Now credits are 400k plus and lvl 10 SOTL go for 60-80 cr each. That is how market forces should work.

What we have now is the same person .... or group of people........ control both the credit market and to card market and are inflating the prices of both.


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Re: Capping Credit Market Price

Postby Sir Henry Morgan » Thu Aug 05, 2021 9:29 pm

I was greatly disappointed when the credit market came to be; it was originally planned for bankers to buy and sell, but there were those who thought it would be to easy to manipulate the markets, and probably rightly so.

These are some random thoughts, and some may be off base, but here it goes....

When it become too expensive to pirate - think about that - something is definitely askew. I lost about 40M in the last raid on 1000 ships, which is less than 3 days profit. The three fugi and three hostile natives translate into an investment of just over 10M....and the caster did not attack. It was a group, and they could not even hit all the fleets due to turns. 4-5 attackers splitting 40M gc, which I - one player - made in 3-4 days by just keeping active fleets.

30M split between 4-5 players, taken from one.

One game changer is changing skirmish to plunder....it would need a re-boot, and some voodoo would be obsolete. In my opinion it should cost nothing but ship and cannon to invest in an attack.


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Re: Capping Credit Market Price

Postby Shadowood » Thu Aug 05, 2021 10:54 pm

Sir Henry Morgan wrote:it should cost nothing but ship and cannon to invest in an attack.


I have plenty of both. Where do I sign up. :cannon :cannon :cannon
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Re: Capping Credit Market Price

Postby Sir Henry Morgan » Fri Aug 06, 2021 1:02 am

Another idea, leave as is, restore the ability to save up unlimited turns....yes they cost credits, but can be countered by the ability to actually take a trader to the waterline....

More need for protective voodoo, etc.
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Re: Capping Credit Market Price

Postby Stan Rogers » Fri Aug 06, 2021 2:09 am

If the voodoo market allowed purchases with gold coin as well as credits, would that help correct the unbalance between gc/voodoo/credits value ?
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Re: Capping Credit Market Price

Postby The Lamb » Fri Aug 06, 2021 2:19 am

So in my opinion I dont think its the markets making it hard for pirates its the excessive raids themselves.

When I started I was told that if I was going to be a trader, expect to get attacked daily and x amount of attacks was acceptable loss but over x was an act of war so you could be raided or raiding another was acceptable. I excepted this and ran 4 LMM's and a howker on all my fleets. At this time raids were done as an act of war or as retaliation for something heinous done in the game.

Not too long ago, People started getting bored, which can be understandable playing a pirate/shipping game but only using 5-50 ships so they them selves cant be raided, so the random raids started. At first it enough to keep def voodoo running 24/7. That didnt hurt pirates, because they could still skirmish the LMM's and howker fleets with a relatively cheap fleets and make a profit.

As the "who should we hit tonight" raids kept going traders started running SOTL escorts and pirates could no longer defeat these with cheap fleets. They now needed to run bigger fleets and maybe toss some voodoo. The raids continue, we added bigger multi escorts fleets and so on. With these mini war trading fleets used to combat the excessive raids, the simple pirate was gone.

Now to the $$ made from raids for pirates issue: 90% of the time, the person(s) attacking doesnt cast the voodoo, its no secret to anyone here. This means that every attack they do is profit, we all play this game, its no secret so that removes the argument that voodoo cost and credit costs killed piracy!

As a trader, for me, over fishing (over raiding) did. Traders can no longer leave 4 lmm 1 hk fleets running anymore for pirates to eat off, out of fear of being lit again for no reason other than they went offline. I for one am glad that voodoo costs have gone way up. I never like the idea that 3 credits worth of voodoo could take out months/years worth of work, to me, thats just as greedy as those who would try to manipulate the game in any other way.

Back to the credit issue:

1. I never use the credit market myself, but i could see the argument for an active sales cap
1. Isn't someone who buys low and sells high "manipulating" the markets just as much as someone who uses the 5 - 50 ships technique "manipulating" the new player protections? I think both depend on how you look at it. Seems to me both use these systems to gain wealth while mitigating loss.
3. I would love to see more ways to get credits as was mentioned earlier via repeatable quests and the like.
4. In my humble opinion, a person who invests in 5 fleets should never be able to make as much as a person who has invested billions in fleets, research, infrastructure etc.. Thats just ridiculous. If i were a pirate, i would never say it was unfair that i was only making a mil a day with my fleets of 3 ships when compared to a player like SHM.

Want to make more money in the game to buy more voodoo and credits. Then invest more in your game to give yourself more. I for one would love to go back to 4 lmm's and 1 hk.
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Re: Capping Credit Market Price

Postby Stan Rogers » Fri Aug 06, 2021 2:27 am

I predicted trader fleets would eventually start to look like NPC fleets as the influx of pirates took hold. I give up the 4 lmm howker tail quite some time ago after a few devastating raids.
That part is just a natural evolution of the game mechanic
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Re: Capping Credit Market Price

Postby The Lamb » Fri Aug 06, 2021 2:40 am

Stan Rogers wrote:If the voodoo market allowed purchases with gold coin as well as credits, would that help correct the unbalance between gc/voodoo/credits value ?


Good idea, but may negate the need for credits for those who dont care about building in the game
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