Market Reforms - For Public debate
- Ruddertail
- Promi Diplomacy ate my homework...
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We admins have discussed and worked on this for a period of time, and this is the refined, finalized version. It was originally written by Devari, I have copy/pasted those sections that were finally approved.
- Ruddertail
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Brilliant Economic Reforms for the Befuddlement and Bamboozling of Boredom
Alt Title: Post-Marketism
Authors:
Sir Ruddertail the Respected and Revered
Devari, Villein Voted the Village Idiot
Please note that this proposal contains mostly already-discussed ideas, simply rolled into one package and adjusted for maximal compatability.
We propose the following changes to the way the FAF economy works:
The Elimination of Market Storage
The oft-discussed topic of eliminating market storage has needed a concrete plan for ages. We outline our solution:
1. Elimination of Market as Storage Space - We propose a 90% pullback commission on all goods on the public market.
2. A Stern Warning - New and returning players will be unfamiliar with the 90% pullback commission. Therefore, a warning will be placed on the Public Market sell page. This will prevent players who simply don't know better from losing their troops.
3. Price Adjustment - Players will now be able to reprice their troops for sale on the public market. This emphasizes usefullness in its proper environment - player to player transactions. Ideally, this will encourage market mobility.
4. Alternative Storage - Instead of market storing, and alternative storage method will be used for those who do not wish to keep all of their army in active duty.
5. Reserves: Defined - The oft-cited idea of reserves will be put into action.
6. Reserves: 25% of your army - Up to a quarter of your total troops can be put into reserve status.
7. Reserves: 1/3 upkeep - You will still have to pay some upkeep for reserve troops.
8. Reserves: No pulling delay - Balancing out the upkeep costs is the fact you can instantly call your reserves into action.
9. Clan Market - Clan Market sell amount will be limited to 40% of your army size, to prevent it being used to transfer massive amounts of troops.
A Focus on Resources On Hand
We propose that moves should be made back to the original style of Promisance, wherein substantial amounts of resources are kept on hand.
1. The bank shall be reduced to 1/50th of your networth value, from the current level of 1/10th.
2. The clan treasury formula will now be the cumulative total of 75% of each clan member's bank capacity. Similar calculation adjustments will be made for CT food.
3. When the bank is filled over the limit, the cash will slowly move back into the main account, at a rate of around 10% of the excess per hour. This keeps with the reduction in power of resource storing, while keeping the original intent of market sale money going to the bank; to prevent a buy/sack cycle that could be used to take back all the original cash, and also to protect the anonymity of the market (jumping NW due to cash infusion gives away who the seller was).
4. Sacking will be considerably less powerful. Without any kind of additional modifiers (due to heroes (or racial abilities, if those are added)), sack will now only take 2-3% of the opponent's resources on hand.
5. Sacking will be, like offensive hawk missions, affected by shielding. However, shields will only reduce the loss by 1/3rd, instead of 2/3rds like for hawk missions.
These changes serve a number of purposes:
1. They bring some use back to Spy Steal/Rob Granaries/Poison.
2. They make sack more useful, albeit less powerful, in the majority of cases, as there will be very few people without something to sack.
3. They empower "peaceful" players, by allowing them to actually survive without having all their resources stripped from them in a matter of a few attacks. It doesn't give them too much power, of course, since they're still quite vulnerable to a determined player.
4. They restore balance back to the super-overpowered sacking.
5. Most importantly, similar to Public Market reforms, they prevent run-and-store type gameplay wherein an account unrealistically sits around with all its resources safe from being taken and then magically pulls them all back at the beginning of the next run. While run-and-store is basically what most strategies in FAF employ at the time being, we think it would create a much more enjoyable and competitive environment if one's resources are not always safe. Essentially, instead of a set of netting, there would be a bit more of a dynamic environment in the game and the winner of the set would not be the one who had the biggest market store and pulls it in time.
- Ruddertail
* * * * * * * * * * * * * *
Brilliant Economic Reforms for the Befuddlement and Bamboozling of Boredom
Alt Title: Post-Marketism
Authors:
Sir Ruddertail the Respected and Revered
Devari, Villein Voted the Village Idiot
Please note that this proposal contains mostly already-discussed ideas, simply rolled into one package and adjusted for maximal compatability.
We propose the following changes to the way the FAF economy works:
The Elimination of Market Storage
The oft-discussed topic of eliminating market storage has needed a concrete plan for ages. We outline our solution:
1. Elimination of Market as Storage Space - We propose a 90% pullback commission on all goods on the public market.
2. A Stern Warning - New and returning players will be unfamiliar with the 90% pullback commission. Therefore, a warning will be placed on the Public Market sell page. This will prevent players who simply don't know better from losing their troops.
3. Price Adjustment - Players will now be able to reprice their troops for sale on the public market. This emphasizes usefullness in its proper environment - player to player transactions. Ideally, this will encourage market mobility.
4. Alternative Storage - Instead of market storing, and alternative storage method will be used for those who do not wish to keep all of their army in active duty.
5. Reserves: Defined - The oft-cited idea of reserves will be put into action.
6. Reserves: 25% of your army - Up to a quarter of your total troops can be put into reserve status.
7. Reserves: 1/3 upkeep - You will still have to pay some upkeep for reserve troops.
8. Reserves: No pulling delay - Balancing out the upkeep costs is the fact you can instantly call your reserves into action.
9. Clan Market - Clan Market sell amount will be limited to 40% of your army size, to prevent it being used to transfer massive amounts of troops.
A Focus on Resources On Hand
We propose that moves should be made back to the original style of Promisance, wherein substantial amounts of resources are kept on hand.
1. The bank shall be reduced to 1/50th of your networth value, from the current level of 1/10th.
2. The clan treasury formula will now be the cumulative total of 75% of each clan member's bank capacity. Similar calculation adjustments will be made for CT food.
3. When the bank is filled over the limit, the cash will slowly move back into the main account, at a rate of around 10% of the excess per hour. This keeps with the reduction in power of resource storing, while keeping the original intent of market sale money going to the bank; to prevent a buy/sack cycle that could be used to take back all the original cash, and also to protect the anonymity of the market (jumping NW due to cash infusion gives away who the seller was).
4. Sacking will be considerably less powerful. Without any kind of additional modifiers (due to heroes (or racial abilities, if those are added)), sack will now only take 2-3% of the opponent's resources on hand.
5. Sacking will be, like offensive hawk missions, affected by shielding. However, shields will only reduce the loss by 1/3rd, instead of 2/3rds like for hawk missions.
These changes serve a number of purposes:
1. They bring some use back to Spy Steal/Rob Granaries/Poison.
2. They make sack more useful, albeit less powerful, in the majority of cases, as there will be very few people without something to sack.
3. They empower "peaceful" players, by allowing them to actually survive without having all their resources stripped from them in a matter of a few attacks. It doesn't give them too much power, of course, since they're still quite vulnerable to a determined player.
4. They restore balance back to the super-overpowered sacking.
5. Most importantly, similar to Public Market reforms, they prevent run-and-store type gameplay wherein an account unrealistically sits around with all its resources safe from being taken and then magically pulls them all back at the beginning of the next run. While run-and-store is basically what most strategies in FAF employ at the time being, we think it would create a much more enjoyable and competitive environment if one's resources are not always safe. Essentially, instead of a set of netting, there would be a bit more of a dynamic environment in the game and the winner of the set would not be the one who had the biggest market store and pulls it in time.
Empires:
WOA: Attila the Hun(#13)
BFR: ?
Founder and Leader of Hungry Huns (HH)
WOA: Attila the Hun(#13)
BFR: ?
Founder and Leader of Hungry Huns (HH)
...I say no storing at all. There's no way to hurt you, unless they kill you. So... only money should be stored, in an infinite bank. That way, if you really needed it to recover, you have it, but if you want it at the end of the set, it won't do much.
http://yoman82.ipbfree.com/
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- Gen. Volkov
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- Ruddertail
- Promi Diplomacy ate my homework...
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Where to start...
Yoman - That's exactly what we're trying to get away from - people storing resources that are completely invulnerable, except for kills. We're eliminating storing. There is a small reserve, however, that is not a "store", but rather something you can call up in hard times...
Maddog - A cash store at the end is very useful, public market or no. 2 - 4 days before end of set, you make a run with 100% dens, then switch to 30% - 50% camps. Then you just buy out the Bazaar repeatedly. The camps up your refill rate, allowing you to spend all the cash, at the same time making your goods cheaper. If there are even cheaper troops on the PM, that's just a bonus.
Fizdiz - Casher isn't very good here. However, Farmers and Spies would love unlimited bank capacity.
Yoman - That's exactly what we're trying to get away from - people storing resources that are completely invulnerable, except for kills. We're eliminating storing. There is a small reserve, however, that is not a "store", but rather something you can call up in hard times...
Maddog - A cash store at the end is very useful, public market or no. 2 - 4 days before end of set, you make a run with 100% dens, then switch to 30% - 50% camps. Then you just buy out the Bazaar repeatedly. The camps up your refill rate, allowing you to spend all the cash, at the same time making your goods cheaper. If there are even cheaper troops on the PM, that's just a bonus.
Fizdiz - Casher isn't very good here. However, Farmers and Spies would love unlimited bank capacity.
Empires:
WOA: Attila the Hun(#13)
BFR: ?
Founder and Leader of Hungry Huns (HH)
WOA: Attila the Hun(#13)
BFR: ?
Founder and Leader of Hungry Huns (HH)
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WinterFell
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- Ruddertail
- Promi Diplomacy ate my homework...
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- Freenhult
- 13th Division Captain
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We had a chat about it. He wanted to do it, and implement it before this months set. :/ SO its there. Just needs to be done.Ruddertail wrote: I'm sure it could be fixed. That doesn't change the fact it isn't very good atm. If you can get Devari to fix it, great. I haven't talked to him in days.
Nami kotogotoku, waga tate to nare. Ikazuchi kotogotoku, waga yaiba to nare. Sōgyo no Kotowari!
波悉く我が盾となれ雷悉く我が刃となれ,双魚の理 !
Every wave be my shield, every lightning become my blade!
波悉く我が盾となれ雷悉く我が刃となれ,双魚の理 !
Every wave be my shield, every lightning become my blade!
This'll be done by next set. Fencer's honour.
Send me constant PMs starting tomorrow, and hopefully I'll get off my butt and do it.
Send me constant PMs starting tomorrow, and hopefully I'll get off my butt and do it.
If you go down to the woods today, you better not go alone
It's a lovely day in the woods today, but safer to stay at home
BECAUSE EVIL FREEN IS KILLING ALL THE TEDDY BEARS AT THEIR PICNIC
It's a lovely day in the woods today, but safer to stay at home
BECAUSE EVIL FREEN IS KILLING ALL THE TEDDY BEARS AT THEIR PICNIC
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