Capping Credit Market Price

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Re: Capping Credit Market Price

Postby Most Lee Harmless » Fri Aug 06, 2021 10:36 pm

I ain't denying things are out of balance, or that credits are priced too high, or that the ship and voodoo markets are skewed. But not all for the same reason and certainly not because some dark mysterious crew are at work manipulating them. I sell my credits at the best price I can get for them : same with ships and voodoo. When I buy I look to do so at the lowest price. That is 'manipulation' too. I 'hoard' my credits if the prices are lower than I want until they rise. That is 'manipulation' too. Same with voodoo.

The problem is structural and whilst we can tweak around the edges and artificially impose a 'fix', the chances are we will merely produce another problem elsewhere, like a game of whackamole.

Increase supply and/or reduce demand. That is the solution to the structural problem. Anything else is simply moving the deck-chairs around the beach to hide the fact there aint enough of them.
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Re: Capping Credit Market Price

Postby DezNutz » Fri Aug 06, 2021 11:44 pm

Increase supply or reduce demand?

I would have to say that neither of those are a problem.

Pulpup's bank has 18989 credits available to purchase and that's just the credits he is listing. Supply nor demand is an issue.
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Re: Capping Credit Market Price

Postby Most Lee Harmless » Sat Aug 07, 2021 12:22 am

Then why are folk still paying a higher price in the market?

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Re: Capping Credit Market Price

Postby The Lamb » Sat Aug 07, 2021 12:26 am

Well if he paid for them in game, then so what? It was only a matter of time before this un-ballance happened. Its kinda an in- game inflation. So traders took their money and invested in bigger fleets, more routes, escorts, party trades, warehouses, techs, buildings, etc, etc, etc, now they are not easy targets and can still afford the higher rates because everyone is making so much more.

So...if a trader was making 1-2 mil a day four years ago and credits were worth 250k on the market.

That same trader after reinvesting their profits are making (as and example) are making 3-4 mil a day and credits are worth 350k on the same market.

Effectively, credits are cheaper now than they were 4 years ago.

I think the part of the game that is actually broken is being a pirate. What I mean is that the game out grew them. I still would like to see a pirate only port with a pirate only resource called contraband that you get small amounts of in every skirmish that can be sold at the port for a profit and so on.

If the only thing a pirate can do is toss voodoo of coarse the price will go up. And if traders are making bank, of coarse they will grow more powerful, and to do so of coarse they will buy credits with all the money they made from investing thier money and on and on.

Meanwhile, the pirate sits with a few ships waiting for the scraps of a partially completed raid. You want to fix the balance, give pirates more shit to do to make the money to inturn keep up with the game-inflation. But if some dont want to do more than attack with minimal effort, fleets, investment then of coarse they will have a hard time paying for the tools of the trade.
Last edited by The Lamb on Sat Aug 07, 2021 12:46 am, edited 1 time in total.
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Re: Capping Credit Market Price

Postby Meliva » Sat Aug 07, 2021 12:34 am

probably because not everyone can use real money to buy credits, so their only options are selling voodoo, or spending gold to buy them-and the easiest and fastest way to buy them without real money, is the credit market.

Sure, you could try to comb through the banks, hoping to see a cheaper option, which is, unlikely and thus, most likely a waste of time, or maybe try to find someone who is willing to make you a special deal if you got the connections or some friends who might help out, but the fact remains. There are few ways to obtain credits. That's why monopolies are a bad thing for anyone not in said monopoly. When your options of getting something is severely limited, you tend to end up paying a lot more.

I do think that suddenly setting the credit max from 500K to 300K would be a very big impact, and perhaps, a gradual lowering would be better. The previous approved suggestion of increasing the credit factor would also help I think. Setting a limit to how many you can set at one time would likely help a bit, and making additions to the market similar to the ship market and final would prevent folks from using it as a cheap storage. Though that final one may be too harsh, and perhaps just a higher cost of cancelling orders may be better. Perhaps time based, with it getting more expensive as they sit there. Perhaps a combination of these and other solutions may be ideal. Liking most of the suggestions honestly.

edit-the response was largely in regard to Danik's question of why are folks paying a high price for credits, not to anything El Draque said, just to avoid any confusion/misunderstandings.

Edit 2- and also as a quick side note, while yes, selling voodoo can get you credits, if you are not using real money, then you are stuck getting at most, 5 voodoo cards for free, per day. And, that means, you could if lady luck is your literal mother and loves and spoils you, get 5 super great cards, that would total a whopping 150-200 credit payday each day! But more likely if you're like me and lady luck tends to use you as her personal trash bin for crap luck, you get a bunch of worthless crap not even worth a single credit.
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Re: Capping Credit Market Price

Postby William one eye » Sat Aug 07, 2021 12:44 am

Not certain why people keep saying it to expensive to pirate.

It certainly not like when i started playjng.
You could toss ffj or hns on a small merch or inactive and make an attack sloppily and still come out with a nice proffit.

High cred prices and voodoo prices that still cost the same number of credits make it a lot harder to profitt.

You have to be careful what you cast,
When you cast and who you cast on.
Any mistake, someone guildmate clearing casts,
Someone poaching you raid, or a well cast geno can be expensive loss and if your not
Focused and objective its easy to spend more than you earn.


Im an advocate of pirates. I would like to see pirate activity be more accessible, however its also good that raiders cannot proffit by just randomly slinging cards.
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Re: Capping Credit Market Price

Postby The Lamb » Sat Aug 07, 2021 12:49 am

William one eye wrote:Not certain why people keep saying it to expensive to pirate.

It certainly not like when i started playjng.
You could toss ffj or hns on a small merch or inactive and make an attack sloppily and still come out with a nice proffit.

High cred prices and voodoo prices that still cost the same number of credits make it a lot harder to profitt.

You have to be careful what you cast,
When you cast and who you cast on.
Any mistake or just someone guildmate clearing casts can be expensive and if your not
Focused and objective its easy to spend more than you earn.


Im an advocate of pirates. I would like to see pirate activity be more accessible, however its also good that raiders cannot proffit by just randomly slinging cards.


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Re: Capping Credit Market Price

Postby Most Lee Harmless » Sat Aug 07, 2021 12:50 am

The daily voodoo gift is often poor but you will get enough to start building up a small fund of credits to play the voodoo market with.

Grab a few of those bargains I mentioned and you build that fund. At a certain level it becomes self-sustaining. I rarely buy voodoo packs these days yet still have a sizable chest to trade on tge market. It takes work but its do-able.

In the same way you can work the ship market : lmm/tg's sell on a regular basis and even at 1 cred sale price they give a great return on coin spent. That return is in credits which you can either sell on the market for an even better coin return or invest in voodoo, etc.

Some traits can be premium priced so your profit more than doubles : i.e LMM with extra cargo.

It takes being a bit creative and not limiting yourself to just one pathway. You can still play as a trader or pirate or however you see yourself.
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Re: Capping Credit Market Price

Postby Meliva » Sat Aug 07, 2021 1:05 am

Those are all things that take time, effort, and anywhere from a bit to a good chunk of luck to achieve, along with knowhow, and even then you won't be earning all that many credits, I recall some of my earlier days, getting a voodoo like mindbar, or the like was a small windfall essentially. That's roughly 25-30 creds. The fastest and easiest way to get credits, is the market. Which is partly why folks are willing to pay so much for credits. I mean, the hideout along with a single plantation permit, costs 100 credits a piece. That is the price, of 3-4 mindbars. That's the price of a pretty damn decent ship.

Plus, spending the time, turns, resources and the like to earn credits through ship building, is a limited market, prone to a good chunk of luck, and rather heavy investment.

More ways to earn credits may help honestly. plenty of things can be done to improve the balance.
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Re: Capping Credit Market Price

Postby DezNutz » Sat Aug 07, 2021 1:12 am

Most Lee Harmless wrote:Then why are folk still paying a higher price in the market?

You can lead a horse to water...


Where did I say that his price was cheaper? He is charging roughly the same price as the market is offering.

So you have a high number of credits available all at a very high price.

So obviously not a low supply and subsequently not a high demand, yet those prices just keep going up.
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