Credits strength/subdivision

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Re: Credits strength/subdivision

Postby Bigtea47 » Wed Jun 22, 2016 8:37 pm

+1 expire day? It's already long as it is

+1 the x100
-1 credit decrease. Would take a while for auction prices to adjust. to the value of boosters
Instead of bringing something down, add to it to make it better.
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Re: Credits strength/subdivision

Postby DezNutz » Wed Jun 22, 2016 9:28 pm

Captain Jack wrote:Again, like in the credits exchange redesign, we have been influenced by the proposals of Haron.

We agree that the credit value is right now too strong and without subdivision of it, trade is not aided.
Also, trading cards at 0.1 credit is not good for newcomers who cannot sell their presents for credits as they need to gather 10 cards first to have any luck.

An idea we had, to solve this issue, is to decrease the credit value by changing the costs game wide.

For example, right now a booster costs 20 credits and you get 1600 credits for $49.99. We can increase by 50% (for example) the credits earned and in the same time increase all costs in-game (ie we can have the booster cost 30 credits). Same for plus (instead of 4 credits for 50 turns, it should cost 6 credits wit the 50% increase).

An extension to the same idea, is to use slightly different % increase to the prices in-game and to the prices sold in order to slightly reduce the credit cost in real money.

We believe that the cheaper the credits are, the better for the game in the long run. We have reduced prices once and now that more players than before buy credits, it is a good period to further reduce pricing. For example, right now a booster pack lowest price is $0.41 ($49,99 + 50% bonus). We could drop this as low to 0.30 perhaps - this can lead in more sales perhaps and same results for us. To be clear here, our objective is lowest cost for the player and same results for us - we are not greedy and our current financial status is enough for us.

The idea of dividing credits is not a good way to go as we would need to change numerous functions of the game. It's also not nice to work with subdivisions. It's better to bid 1 credit than bidding 0.1 credit.

These are all ideas and open to discussion. I am waiting for your proposals here :D

Last, but not least: Do not let this discussion affect your purchase policy.
The transition will be seamless. For example, Auctions will receive extra time before expiration, credit reserves will receive an equal (or greater) increase,etc. As a specific example, if you have 100 credits and a 50% increase is finally decided, we will increase your credits by 60% to make it count (your 100 credits will become 160 credits with the new system).


-1

I think a key point is being overlooked. Gold coin value of Credits. Increasing the amount of credits available in the game is effectively devaluing a credit. Is there any data on the amount of GC created in the game compared to the amount of credits. Amount of total GC to total Credits. This theoretically determines value as credit exchanges are done in gc. The value of total credits in game should be relative to the total gc in the game.
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Re: Credits strength/subdivision

Postby not a pirate » Wed Jun 22, 2016 9:31 pm

DezNutz wrote:The value of total credits in game should be relative to the total gc in the game.

-1 to this statement. There are too many factors that decide how many gold coins/credits there are in Avonmora. Do you want to count in ship values? Do you want to count in voodoo? How about all the inactives that have gold? Or new players that join and get gold from starting missions? It's too much.
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Re: Credits strength/subdivision

Postby Sir Henry Morgan » Wed Jun 22, 2016 9:52 pm

There is another way - simply let the new credit exchange make the price correction:

Consider this chart of the credit exchange in banks for the last 14 months:

Image

Now I know this does not include all the credits bought and sold in Avonmora over the last 14 months, but do note that almost twice as many credits were bought by banks than what were sold by banks (thus the big spread in prices). This shows me that there is more demand for gold coin than there is for credits (at least right now.)

More credits are being added into circulation, while the amount of available gold coin continues to drop - On May 15, there was 27.35 gold coins in circulation, and yesterday, it was down to 24.56 gold coins in circulation. That's 2.79 billion gold coins that have been spent and not replaced.

I would wager that the price of a credit will drop, as fewer gold coin in in circulation and credits are simply recirculated through the ship market and the voodoo auction, and new players are buying credits. It may take a while, but it would definitely be gentler than a sudden change in value.
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Re: Credits strength/subdivision

Postby ChaIbaud » Wed Jun 22, 2016 10:06 pm

Sir Henry Morgan wrote: This shows me that there is more demand for gold coin than there is for credits

I know that I can say the only reason I ever want credits in replacement of gold coins is for the turn options.
PM me any complaints (10M gold coin wire fee is mandatory).
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Re: Credits strength/subdivision

Postby Dejanira » Thu Jun 23, 2016 6:44 am

On the opposite. One of the best features of this game is that you have to use turns as currency to gain power, and turns are limited. Otherwise Pirates Glory would become just one of the many online games where the biggest payer become the biggest winner.
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Re: Credits strength/subdivision

Postby Haron » Thu Jun 23, 2016 7:52 am

DezNutz wrote:I think a key point is being overlooked. Gold coin value of Credits. Increasing the amount of credits available in the game is effectively devaluing a credit. Is there any data on the amount of GC created in the game compared to the amount of credits. Amount of total GC to total Credits. This theoretically determines value as credit exchanges are done in gc. The value of total credits in game should be relative to the total gc in the game.


I may have misunderstood you, but it seems to me you've got this wrong, DezNutz. Sorry if this is me misinterpreting your statements.

If one credit is translated to 100 credits, and all "fixed" prices (turns, booster packs etc) are also multiplied by 100, yes, this would obviously mean that each new credit is worth 1/100 of an old one.

However: "The value of total credits in game should be relative to the total gc in the game." is wrong. 4 credits can always buy 50 turns (once every 12 hour). 20 credits can buy a booster pack. THAT determines the value of a credit. 10k gold and 8 turns will get you a howker (yes, plus some materials). 10M gold will get you a hideout. SUCH things determine the value of gold. And so, the value of credits measured in gold is dependent on how you value a booster pack compared to a howker, simply put. Increasing the price of booster packs to 2000 credits, and the price of 50 turns to 400 credits would not change this. The value of a booster pack measured in howkers would stay the same. And, since the booster pack now costs 100 times more credits, that means that a credit will be worth 1/100 of it's previous value, measured in gold.

The fact that credits can also be used on the voodoo market and ship market doesn't change things MUCH. It complicates matters a LITTLE, I'll admit, but not a lot. People will only spend credits on these markets if they believe they get more value than spending them on turns or booster packs. And so the prices in these markets reflect that. As long as there are "enough" credits in circulation, the price of credits would not change even if I went bananas and bought 10 M credits. Why would I suddenly be willing to sell these credits for less gold, just because I had a lot of them? Better to spend it on booster packs. Sure, I might also use it in the markets, but only as long as I get better value there than by buying turns and boosters.
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Re: Credits strength/subdivision

Postby Captain Jack » Thu Jun 23, 2016 4:14 pm

The whole issue is a psychological one mostly.

The gc-credit rate will be unaffected. If we increase credits 100x, then the credits instead of 100k and 130k, will trade at 1k and 1.3k
Right now, a booster costs, lets say 2M gc (100k rate) or 20 credits. After this change, it will still cost 2M or 2000 credits. See? No change.

I must admit that the confusion this creates already weights the scale towards the division of the credit (0.01)
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Re: Credits strength/subdivision

Postby Most Lee Harmless » Thu Jun 23, 2016 4:48 pm

As it stands, the credit is too blunt a tool for trading in the ship and voodoo markets : personally, I dont care how many '0''s are on the end : How many can I get? What will they buy me? : those are my concerns.
-1 : Move to archive.
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Re: Credits strength/subdivision

Postby Haron » Thu Jun 23, 2016 9:16 pm

Making every current credit become 100 "new" credits, and adjusting the prices accordingly, is mathematically equivalent to allowing trade with fractions of credits of 0.01 (credit cents). So to me both ways are fine.

I just belive that the process will run smoother with credit cents, since this will not really require any long stop in the ongoing trade, nor any "adjustment" in the mind of those whose minds need to adjust to such changes. The only change required, is that trades can be done in measures of 0.01 credits, rather than measures of 1 credit.
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