A
Androsynth (Little Upsilon)
27 Mar 2011 14:04
Link
I'm gonna go ahead and bump the topic of 'Any Quality' purchases being the norm. I know there won't be the political will among the vets to change this. For every veteran whose strategy is to max quality on all their corps, there's a newbie paying the increased price with no benefit. It's a tax on the new, for the benefit of the old.
The quality system doesn't even make any sense to begin with. Where is the value coming from, other than the fact that the newbies and the AI are forced to pay extra? My population is eating high quality chocolate right now and paying 4x the price, but what is the net benefit to them? Or to my country as a whole? There is none. All things being equal, the lowest price is the best one. If you folks went into Walmart and looked at two *identical* products, and one cost $1 and the other was $4, which would you buy? Half the world's countries are buying the $4 chocolate. That's the level of absurdity we're dealing with here, and it's probably due in large part to what Kitsune is pointing out: that newbies are set up to buy this crap by default.
I will be shot down or ignored, of course. Free markets are scary beasts, and nobody in this forum knows how to stay on top of a game that doesn't automatically reward people who managed to click "Auto upgrade quality" with a second click to stop ordering FMUs at $12 million a pop.
The real fix is a return to the free market, as enumerated in my Suggestions post. There should be more material profit generated by the system overall, so it wouldn't have to be an us-or-them mentality on the economy. The commodity relationships could be tuned to make the overall challenge easier, and then we wouldn't have to depend on selling overpriced (but worthless) crap to newbies in order to survive financially. Economic strategy should mean diversification of investments and securing supplies of critical materials for oneself. An elimination of the GM market manipulation would mean it wouldn't always be the same five or six commodities that serve as the cash cows - the economic picture could *gasp* ... change on its own! And quality upgrades shouldn't be such a "no-brainer" until such time as high quality products have a purpose that actually makes people want them. A purpose above and beyond "making the next high quality item and selling it to the next guy, until ultimately a noob buys it unwittingly".
But I digress. Until the developers make me an honorary member of their team, and allow me to help with macroeconomic calculations & the program tweaking that ought to follow, the economic sim will be broken and the winning strategies will be counterintuitive and lacking in variety. Not really my problem - I'm just a $12 member. Anyway, sorry for the rant.
The quality system doesn't even make any sense to begin with. Where is the value coming from, other than the fact that the newbies and the AI are forced to pay extra? My population is eating high quality chocolate right now and paying 4x the price, but what is the net benefit to them? Or to my country as a whole? There is none. All things being equal, the lowest price is the best one. If you folks went into Walmart and looked at two *identical* products, and one cost $1 and the other was $4, which would you buy? Half the world's countries are buying the $4 chocolate. That's the level of absurdity we're dealing with here, and it's probably due in large part to what Kitsune is pointing out: that newbies are set up to buy this crap by default.
I will be shot down or ignored, of course. Free markets are scary beasts, and nobody in this forum knows how to stay on top of a game that doesn't automatically reward people who managed to click "Auto upgrade quality" with a second click to stop ordering FMUs at $12 million a pop.
The real fix is a return to the free market, as enumerated in my Suggestions post. There should be more material profit generated by the system overall, so it wouldn't have to be an us-or-them mentality on the economy. The commodity relationships could be tuned to make the overall challenge easier, and then we wouldn't have to depend on selling overpriced (but worthless) crap to newbies in order to survive financially. Economic strategy should mean diversification of investments and securing supplies of critical materials for oneself. An elimination of the GM market manipulation would mean it wouldn't always be the same five or six commodities that serve as the cash cows - the economic picture could *gasp* ... change on its own! And quality upgrades shouldn't be such a "no-brainer" until such time as high quality products have a purpose that actually makes people want them. A purpose above and beyond "making the next high quality item and selling it to the next guy, until ultimately a noob buys it unwittingly".
But I digress. Until the developers make me an honorary member of their team, and allow me to help with macroeconomic calculations & the program tweaking that ought to follow, the economic sim will be broken and the winning strategies will be counterintuitive and lacking in variety. Not really my problem - I'm just a $12 member. Anyway, sorry for the rant.