Limit the active clients per PC to ONE
kanatta
Posts: 19Member Beginner
Hello new and old players of UWO.
Cya All Soon Winds of Change Are Coming...
and 3 others. I will get straight to the point of my suggestion.
As you probably have noticed already a huge rampaging inflation,
and ship prices of the order of 80Billions burden the economy in UWO, and discourage new and casual players.
In the past dungeons were successfully nerfed as a major contributor to the
galloping inflation problem.
In this spirit, I would like to suggest that the maximum active game clients per PC are limited
to only one per computer, and if possible that, that is enforced by XTrap XIGNCODE3 i.e. the game's protection.
As for the multi PC's per IP address, I suppose Papaya can follow its standard policy on the issue, or even further restrict the multi-boxing in this game since Nanban multi fleets can easily rake 500M + per trip, with the previously allowed 3 accounts per household's IP.
Above all, I truly hope that Papaya Play doesn't make the mistake of allowing more multi fleets than previously allowed 3 clients per household's IP, as that would gravely damage the state of the game's economy even further.
Cya All Soon Winds of Change Are Coming...
Comments
I only take roughly over a 10 million ducats per spice run, taking roughly 2, 1/2 hours.
Thank God I could make most items that I need because I never will pay the crazy prices that are in the game.
I can not afford money lol
Nanban is the causing the inflation, its the sale of bottle ships and items. While I can make 500 mil per run with 3 toons, I make most of my money from selling Astro, ships, sails, parts, gear and items for sb.
As for shipbuilding and fusion you can easily login your SB character or mayor character when needed and log out the adventure character once again I don't see the problem.
It sped up the development of cities to a point where no furthur money was needed, only real cash and a bit of luck. I had one friend of mine end up using atleast 30 billion in these bonds. within a few weeks of these being available any good port was near max development.
No decent merchant was willing to trade in order to compete with this kind of numbers, it killed the game.
fast forward a few years and this inflation is rampant, and it IS because of this one decision made by netmarble(im sure they knew they were closing shop and didnt care about the games health at this point)
It sped up the development of cities to a point where no furthur money was needed, only real cash and a bit of luck. I had one friend of mine end up using atleast 30 billion in these bonds. within a few weeks of these being available any good port was near max development.
No decent merchant was willing to trade in order to compete with this kind of numbers, it killed the game.
fast forward a few years and this inflation is rampant, and it IS because of this one decision made by netmarble(im sure they knew they were closing shop and didnt care about the games health at this point)
According to modern economic theory, there are two types of inflation price inflation and monetary inflation.
PRICE inflation is the result of the scarcity of a certain product, i.e. the limited supply of Astro parts vs the great demand for them creates an inflationary drive on that market.
MONETARY inflation is strictly limited to the amount of currency in circulation in a given economy. In this case, the amount of ducats in play.
There is something else that needs to be considered: fewer accounts logged in due to non-redundancy of players as well as fewer items stored by players has a positive effect of reducing the database size, and the delay of the database queries (searches), both of which contribute to fewer lags and smaller latency times in the game.
In an upcoming expansion of UWO you will be able to inherit skills between characters (such as shipbuilding) so that could solve the certain skills issue, also by selling more ship storage and just storage in general, could reduce the need of having storage accounts, thus leaving only the issue of alt investment, of which I guess a GM could easily transfer the investment figures to the main character's account.
Obviously there's no perfect solution to the crazy prices and exponential inflation in the game, but it is my opinion that a greater drop rate of both ships and Astro parts, combined with fewer ducats generated from Nanban, will thwart inflation greatly something that is long due on Gama, and the benefits of quenching that inflationary spiral will quickly outweigh the rather few and minor inconveniences, that limiting the accounts in use represents.
mankind never learns...
mankind never learns...
Just like every one else.
I have no idea what you guys do with so much ducats, none of my business frankly.
I make my own ships parts, sell them cheaply too.
I get by in game just fine, do not feel lacking or in need.
To be frank perhaps it is just profiteering. IT exists in the RW
Secondly, the problem isn't multis...or Nanban in itself. If you were around before Astro ships, then maybe you'd be able to remember when things began to change. Well let me refresh the steps towards ridiculous inflation:
- Astro ships were released with large cargo space and low enough levels for easy aide access
- faster Astro ships were released
- even faster Astro ships came out
- need I keep going or are you starting to see where the problems began?
People blamed Nanban, then it was nerfed. People blamed dungeons, then they were nerfed. Nobody, other than yours truly, blamed those Astro ships, and well....look where we are now.Also...too lazy to type more so just copy->pasted from another thread of the SAME:
Banning alt toons is pretty much the only thing that would cause me to quit playing, where a server wipe wouldn't even
I
like to play all aspects of the game, so I have an alt. My main is
adventure mainly, with a bit trade/production. Full adventure alone
takes up most of the skill slots beyond the basic skills needed
(repair/accounts/etc etc). I end up with no room for battle, which also
has a long list of skills. My alt is made for
battle+shipbuilding+casting. So with those 2 toons I can do it all.
Beyond
that, the space is very limited in this game, since ship parts even
take inventory (try sailing LMS fully equipped). There are too many
items in this game needed to boost skills, or spare ship parts, or
consumable items for dungeons...or just food...etc....there is no way to
get enough space with the pay space for your argument to even come
close to making sense.
I have 4 accounts total full of
characters. Out of those 12 toons, i only play with 2. Why do I need so
much space? If you need to ask that question, you've never done SBing.
Most of that space is used for hulls/sails/other FS parts. One mule is
for +skill items I've found useful in the past, in case a newer
player/company member needs (I give away for free). 1 mule is for battle
sails/cannons/etc for when I want to go battle...all made by my 2
toons. 1 mule is for aide food/vig food/consumable items.
When I
have to sail to make a ship, I make a bunch of the same ship to sell.
You can only fit so many on 1 toon (even considering a dock). Those
slots are taken buy the current ship+aide ship. My battle toon has a
trade ship for when cargo is needed, and a battle ship for the obvious).
So I have 1 mule tag along to bring parts, and store ships. The more I
can build, the more I can spread the costs over profits, therefore I can
sell them cheaper.
The point? There is no reason why I should
need to purchase things from other players when I did the skill grinds,
or make things on the fly as I want to do them (would waste a lot of
playing time). We all should be able to play all 3 classes, or the game
gets boring a lot faster.
I could live with a rule of only 2
accounts on at a time. I'd be a pain for transferring from both
characters I use at the same time. This would also INCREASE the prices
of the ships I build, because I wouldn't be able to build them in such
bulk anymore.