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end camp wars experiment
This member is currently online darthspanky
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i think we should give serious consideration to scrapping the camp wars totally and removing it from the game, a few reasons

1. its basically 1 big hugfest.
2. same player factions are the ones that fight in every camp war fight.
3. too much free stuff, money, trade goods that nobody fights for just collects.
4 causes hard feelings and players quit, im guilty of this myself.

it will affect me as well, as im running joes camp but for the reasons above it should be scrapped imo.
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Posted Oct 8, 2020, 4:09 pm
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BOK BOK BOK
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Posted Oct 8, 2020, 7:45 pm
Jaqen Hagar
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You only just realising it's just more asset transfers to the golden subscribers darth?
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Posted Oct 8, 2020, 10:53 pm
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keep it open i dont care im making a killing

Trade Goods Sales 9355232
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Posted Oct 8, 2020, 11:34 pm
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Seems there's a whole lot of crying going on. What's up?
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Posted Oct 9, 2020, 1:46 am
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I have suggestions.

I’m always full of them.

But people whine and cry and feel threatened by the positive changes they would bring.



B) how about DW Apocalypse 4x Sandbox Conquest MMORPG
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Posted Oct 9, 2020, 2:47 am
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Morgan "Blood Hockey" Tournament anyone? Maybe some "Somerset Scrimmage" (Blood Bowl, the DW edition)?
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Posted Oct 9, 2020, 11:21 am
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well im not the only one making millions a week, watch the sars market, major food and water delivered there daily as well, all i can say is i tried to warn you. end it.

and i did pm sam months ago when all this camp wars stuff started suggested a cap on how much could be produced, but it was ingnored.
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Posted Oct 9, 2020, 3:15 pm Last edited Oct 9, 2020, 3:40 pm by darthspanky
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Sounds like the economy might need an adjustment, as darth suggests. But I wouldnt scrap camp wars, it was/still is super exciting and fun for those in actual battles.
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Posted Oct 10, 2020, 2:19 am
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another way to exclude everyone but big time rich?

How do I make war on a camp from town?

Posted Oct 10, 2020, 4:45 am Last edited Oct 10, 2020, 4:45 am by Pigg
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*Longo* said:
Sounds like the economy might need an adjustment, as darth suggests. But I wouldnt scrap camp wars, it was/still is super exciting and fun for those in actual battles.


We need a price structure based on supply and demand for the towns. A dynamic economy would fix a lot of issues. 
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Posted Oct 10, 2020, 12:17 pm
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the way it works now seems like the more goods you ship in the prices just go higher.

its kinda funny that im complaining im making too much money, but its too easy imo to make money.

could also change price on npc car makets when players sell buzzers for alot and you can get them dirt cheap with npc car markets with hero points, i offered 350k for buzzer chassie in fl and no takers, if i ship it to bl bet it will sell fast for 700k
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Posted Oct 10, 2020, 12:35 pm Last edited Oct 10, 2020, 1:11 pm by darthspanky
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buzzers 60k from npc, 950k from market, totally priced fairly by those who state they want to encourage more people to go down south. ;)

The bulk market at this point has to be intentional, its been a known problem for ages and is the best way to make an even bigger fortune when you're already wealthy. Just more mechanics designed to entrench the established.

You can easily make 100 million overnight with a bit of capital if you pay attention to bulk goods and have to do nothing other than hit buy and sell, don't even need to move anything.
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Posted Oct 10, 2020, 1:11 pm
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I do not see how camp wars has changed anything with bulk markets. Also the more of a item that is available, the higher the price, the lower the supply the lower the price, so you can not simply buy and sell to make a fortune. Market values were set this way to end that exploit nearly a decade ago.
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Posted Oct 10, 2020, 4:11 pm
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Possibly, but it was an illogical* way to "fix" the problem.

There are better ways of doing it and funnily enough other games have economies that work. The thing that usually destroys a game economy is allowing players to control it. Free market economies work only when people are working in enlightened self interest. Destroying the economy is not enlightened, but player with a F$%^ You attitude will do it anyway.

Just say Fuel in town X can be bought from NPCs for 200 and sold to NPCs for 180. In town Z Fuel can be bought for 150 and sold for 135.

Assume the NPCs are smart enough to secure supplies without relying on conniving PCs to provide it and have markets to consume it without needing PCs to buy it. Anything the PCs do is considered a spit in the ocean of the Deathrace Mafias trade empire.

That way the only way to make money on bulk goods is to buy it where it is cheap (the producing town) and sell it where it is more expensive (the consuming town).

If you have Billions and buy up all the fuel in SS, the mafia just ship in more and thank you for your custom as you are buying it for more than it costs to produce and ship it (you are a consumer). If you stockpile it, it just ends up costing you money in storage costs. If you sell it and flood the market, the Mafia just smiles and gives you the same money per unit as if you sold them one and at 90% of the price they sell at. They move it to the warehouse awaiting purchase by the next Daddy Warbucks to come along and make a safe 10% on every transaction.

It isn't particularly sophisticated and there are those that will say it isn't "realistic", but neither is someone selling you 10 fuel for 200 per unit and then immediately buying back from you for 210 per unit because they haven't got any left now.

If you want a real life economic driver I would recommend looking up Arbitrage. Basically in a real economy, the cost differential between the same goods in different towns drops through competition to the actual cost of transporting the goods between the towns plus the minimum credible profit margin. When a market first opens that cost and margin may be quite high, but it will quickly drop to the that of the lowest (and therefore most efficient bidder). In DW the lowest bidder should be an NPC group. That price (cost plus margin) has already been established as the mail rate specified in the Taverns for specific journeys (e.g. it is around $50 per bulk for a trip from GW to SS). So a fuel can that costs $1000 in GW should cost $1500 in SS.

Now you can vary the availability of goods due to piracy and the like in towns to allow some player interaction and that may create a Black Market between players. That is fine. If player A is dumb enough to pay over the odds for a commodity because he is desperate for it NOW then so be it. No NPC will be that desperate (other than in specific narrative missions) as they will be playing the long game. You can't buy enough fuel to shut down the Death Race Mafia for more than a day or two.

This isn't rocket science.

*read "bloody stupid"
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Posted Oct 10, 2020, 5:00 pm Last edited Oct 10, 2020, 5:07 pm by Iron Wraith
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Grimm Sykes said:
so you can not simply buy and sell to make a fortune. Market values were set this way to end that exploit nearly a decade ago.


You can keep believing that if you want, me and Ash bought two camps in a week with no effort other than pressing buy and sell in SS(though the same applies to every town), the market is still badly broken and abuseable without adding camp wars gifts from the god's into the mix.

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Posted Oct 10, 2020, 5:58 pm
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Jaqen Hagar said:
Grimm Sykes said:
so you can not simply buy and sell to make a fortune. Market values were set this way to end that exploit nearly a decade ago.


You can keep believing that if you want, me and Ash bought two camps in a week with no effort other than pressing buy and sell in SS(though the same applies to every town), the market is still badly broken and abuseable without adding camp wars gifts from the god's into the mix.



Seems like almost an exploit. Did you PM a Marshal or Sam about this?
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Posted Oct 10, 2020, 7:28 pm
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It's an exploit to buy low/sell high due to terrible pricing mechanics that he's been told about for years that mean it is easy to ride the regular price waves? This isn't rocket science longo, even you have just enough brains to figure out how to do it, not that you'd need to with your 800% markup game.

Also getting changes through that don't explicity come from or favour certain sections of the playerbase is like pulling teeth. I long ago gave up any thoughts of fair balance changes the first time sam changed the rules overnight to stop ashlee killing people in races and then lied to his face a few weeks later around possible town/map additions/changes only to say the complete opposite to others asking the same questions, its another reason I barely touch the multiplayer aspect.

This isn't a new problem, like everything else the market has been neglected for far too long in favour of DOA cookie cutter projects. Nothing really changes, too late and too old now.
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Posted Oct 10, 2020, 8:00 pm
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Jaqen Hagar said:
This isn't rocket science longo, even you have just enough brains to figure out how to do it, not that you'd need to with your 800% markup game.


I dont think this is necessary.

Also, I dont play the market game, and if I choose to loot rares in the deep south on scouts, transport them all the way back to SS SAFELY, then I can charge whatever I want for them. If you dont like it, well you dont have to buy anything from me.
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Posted Oct 10, 2020, 8:44 pm
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Quote:
I dont think this is necessary.


I don't think a lot of your snide comments are necessary yet you throw them out on a regular basis, we're in check, you can mate with your stars if you're that delicate.

Quote:
Also, I dont play the market game,


We established that earlier when you thought low/high was an exploit.

Quote:
and if I choose to loot rares in the deep south on scouts, transport them all the way back to SS SAFELY, then I can charge whatever I want for them. If you dont like it, well you dont have to buy anything from me.


No one mentioned SS but you, for the 'i work hard' mitigation, I'd assume you'd go for a way higher percentage on SS.
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Posted Oct 10, 2020, 9:22 pm Last edited Oct 10, 2020, 9:22 pm by Jaqen Hagar
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