Capping Credit Market Price

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Re: Capping Credit Market Price

Postby sXs » Fri Aug 06, 2021 11:52 am

Sir Henry Morgan wrote:Here is a thought....

The solution may be to close the credit market and the banker option to buy and sell credits in a market format.

Go to a private market, ie, buy and sell between individuals, as the mechanisms are in currently in place. This would put all players on the same footing, not just bankers.

Just as players can request loans, they could request to buy or sell credits. Or they can simply approach individuals privately, same as some do loans.


That would definitely be better than the current system.
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Re: Capping Credit Market Price

Postby The Lamb » Fri Aug 06, 2021 1:10 pm

What if you can receive random credits for Skirmish wins? I mean a random chance as well as a random amount if received.

That would inject credits increasing supply (reducing demand) AND cause more action on the high seas for pirates and others.
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Re: Capping Credit Market Price

Postby PhoenixKnight » Fri Aug 06, 2021 1:21 pm

Dmanwuzhere wrote:
PhoenixKnight wrote:I used to sell credits to keep the price under 250k gc. It got annoying and stopped.
It was clearly going up ridiculously and unrealisticly. Even complained and suggested the cap or a proper conversion rate a few times.

That said, now that I know it is annoying pirates, I say keep it as it is


so you felt 250k was fair when you cared which is what you admit to with the above statement


PhoenixKnight wrote:Let’s take pouch of gold as a reference since it is one of the few cards that have both direct correlation and a cap value. It costs on average 2.2 credits and max return is 1M. That means that credit price should be capped at 455K gc


but then you state this in a retaliatory fashion based on some piratical butthurt


log in more often so you may clear tudor then because I will rtf wth the same juvenile approach and I wouldn't be surprised if it catches on
because if it annoys you then that's how it should be :D :D :D :D



Lighten up. It was a joke
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Re: Capping Credit Market Price

Postby PhoenixKnight » Fri Aug 06, 2021 1:25 pm

Sir Henry Morgan wrote:Here is a thought....

The solution may be to close the credit market and the banker option to buy and sell credits in a market format.

Go to a private market, ie, buy and sell between individuals, as the mechanisms are in currently in place. This would put all players on the same footing, not just bankers.

Just as players can request loans, they could request to buy or sell credits. Or they can simply approach individuals privately, same as some do loans.



That would bring it back to the banking system but many bankers did not sell credits. It is a good approach but not fool proof.

Instead, I suggest a zone for cost that fluctuates based on supply and demand.

Let’s say 200K if low demand and high availability and 350K if high demand and low availability,
Bankers can exceed these prices by a margin of 10%.
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Re: Capping Credit Market Price

Postby Shadowood » Fri Aug 06, 2021 1:27 pm

Sir Henry Morgan wrote:Here is a thought....

The solution may be to close the credit market and the banker option to buy and sell credits in a market format.

Go to a private market, ie, buy and sell between individuals, as the mechanisms are in currently in place. This would put all players on the same footing, not just bankers.

Just as players can request loans, they could request to buy or sell credits. Or they can simply approach individuals privately, same as some do loans.


This has potential
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Re: Capping Credit Market Price

Postby DezNutz » Fri Aug 06, 2021 1:41 pm

El Draque wrote:What if you can receive random credits for Skirmish wins? I mean a random chance as well as a random amount if received.

That would inject credits increasing supply (reducing demand) AND cause more action on the high seas for pirates and others.


Credit injections are only going to occur by purchasing them with real money.

The issue isn't that there isn't credits available in game, it's that players are hoarding them, and I'm not talking about players holding 1000-2000 from buying with real money, I'm talking about players holding tens of thousands of credits, well beyond an injection from real money.

Additionally, I suspect that there are some players that don't want to place credits on the market solely because there are players that will snatch them up and resell them.

For instance, I have credits and I could drop a good amount of them into the market at what I think a reasonable price should be so that players that actually need credits can get them. However, all that's going to happen is the credits will be snatched up and likely resold on the market at a higher rate. Why bother feeding price manipulators. I'd rather a player who actually needs credits ask for them, then to try and put credits on the market or even post them on the bank.
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Re: Capping Credit Market Price

Postby The Lamb » Fri Aug 06, 2021 2:21 pm

Hmmm... wouldn't the ability for "farm" a small amount of credits per day, eliminate some of the demand for credits and negate the "need" to buy credits at higher prices and force lower prices if looking to offload them?
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Re: Capping Credit Market Price

Postby sXs » Fri Aug 06, 2021 2:29 pm

El Draque wrote:Hmmm... wouldn't the ability for "farm" a small amount of credits per day, eliminate some of the demand for credits and negate the "need" to buy credits at higher prices and force lower prices if looking to offload them?


Credits are how the bills get paid. It is the only mechanism. There is no way there will be a "free" credit drop into the game.
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Re: Capping Credit Market Price

Postby Sir Henry Morgan » Fri Aug 06, 2021 2:40 pm

PhoenixKnight wrote: "That would bring it back to the banking system but many bankers did not sell credits. It is a good approach but not fool proof."

I was thinking of dumping the banker option as well. Anyone can buy and sell credits, even now. One can send and receive credits. Anyone can send and receive gold coin.

No real need for a marketplace - simply make connections with those you know and trust rather than a CRX, where you may be selling credits to someone who attacked you five minutes ago, or your nation is at war with ...
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Re: Capping Credit Market Price

Postby William one eye » Fri Aug 06, 2021 3:41 pm

El Draque wrote:Hmmm... wouldn't the ability for "farm" a small amount of credits per day, eliminate some of the demand for credits and negate the "need" to buy credits at higher prices and force lower prices if looking to offload them?



I suggested a work for credits option.

It would be nice for those of us who do not buy credits with irl money to have an alternate source even if it is very limited.

This was to have time consuming missions againts npcs
They would function similar to nation missions.
They would be limited as to how often you could run the missions. Basically searching ports for items or information.
Perhaps doing some pvp tasks or fights or cargo movement.
All leading up to a boss npc you must defeat.


Easy missions that can be run often but dont yeild many credits.
Maybe limited to player id age or how many times they can be run total.

Medium mission that are avaiable 1 x a month.
That yeild something in the range of 50 to 100
Credits. Lots of time consuming tasks to complete
And hard npcs to fight

Hard missions that are available 2 x a year.
Very complicated in number of tasks and npcs to complete.
Yeild 200 credits or so

Tournament.
Npc style mission that require a team of players.

Teams compete to see which team can complete the missions and defeat a final NPC.

Cred prizes for the treams.
Biggest prize oviously going to the 1st place team.
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