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Author Topic: Economies of Scale *Free Browser Game*  (Read 323561 times)

Funk

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Re: Economies of Scale *Free Browser Game*
« Reply #1890 on: September 01, 2012, 08:00:18 pm »

it kind of died on the Economies of Scale server, so i just wander off.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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BallC420

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Re: Economies of Scale *Free Browser Game*
« Reply #1891 on: September 02, 2012, 11:16:18 am »

Yeah, he needs to come back and do some more work on the game. As it stands right now, it's just Airplanes = WIN from a money perspective. The balancing between the industries is off and just going into the most expensive industries means most profit. That's why there's 10 companies in CO making airplanes.
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MarcAFK

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Re: Economies of Scale *Free Browser Game*
« Reply #1892 on: September 03, 2012, 12:24:45 am »

I still think what the game reallly needs is a complete overhaul and to cap the total size of all markets and to implement a realistic and competative  research and marketing system, then have all players fight to the death to exploit  what niche of the market they can grab ahold of.
The current system of whoever has the largest factories and highest research being able to sell everything they make at increasingly higher prices is unrealistic and uncompetative for new players.
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

MarcAFK

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Re: Economies of Scale *Free Browser Game*
« Reply #1893 on: December 05, 2012, 01:49:23 am »

Necro!
So i just got back into this.
I'm actually liking the changed mechanics, it's far less grindy having all quality levels and costs combined.
I logged back on and found i had 7 billion bucks of stock to play around with, so i immediately restarted my car company from scratch, and another mining/industrial company.
Currently upto 12 billion nw, that car company's now worth 2.2 billion in stock, from a 500 million initial investment.
My goal this time is basically to get into the top rankings somewhere, even if it's just having the biggest factory.
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

LoSboccacc

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Re: Economies of Scale *Free Browser Game*
« Reply #1894 on: December 05, 2012, 04:28:26 am »

Is still exploiting rampant? Ha te dev returned from hiatus?
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MrWiggles

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Re: Economies of Scale *Free Browser Game*
« Reply #1895 on: December 05, 2012, 05:47:16 am »

Is still exploiting rampant? Ha te dev returned from hiatus?
this
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MarcAFK

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Re: Economies of Scale *Free Browser Game*
« Reply #1896 on: December 05, 2012, 06:21:04 am »

I'm assuming that the 80 remaining oplayers are all bots, and also that thee biggest guy couldn't possibly run 30 companies without bots.
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

martinuzz

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Re: Economies of Scale *Free Browser Game*
« Reply #1897 on: December 05, 2012, 06:42:07 am »

I finally gave up on the game 2 weeks ago, after my lemon empire reached a value of 1G on the new server, and reached top 10 for the highest research, and fame. Without bots or exploits. But it starts to feel to much like playing a dead man's game, with Scotts mysterious departure, so I quit.
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Funk

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Re: Economies of Scale *Free Browser Game*
« Reply #1898 on: December 05, 2012, 07:35:41 am »

re started Urist Drilling with the aim of selling high level oil and gas.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

Unofficial slogan of Bay 12 Games.  

Death to the false emperor a warhammer40k SG

MarcAFK

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Re: Economies of Scale *Free Browser Game*
« Reply #1899 on: December 05, 2012, 09:15:26 am »

I was making a killing exporting iron ore and halite, but realised i could make far more producing and selling metal bars retail.
I didn't find oil to be particularly profitable export wise, but i do make gas for export with all my extra well capacity.
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

BallC420

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Re: Economies of Scale *Free Browser Game*
« Reply #1900 on: December 05, 2012, 09:41:34 am »

Are you guys playing on CO or on EoS?

@LoS: No, the dev is still on hiatus. I sent him a message the other day but didn't receive any response. He's logging into the game often but has been completely silent.
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Azated

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Re: Economies of Scale *Free Browser Game*
« Reply #1901 on: December 05, 2012, 10:21:29 am »

If the apparent bugs and exploits and whatnot are fixed, I might have a look at this game.

Has the game improved since the last page informing us in depth of the intricacies of running a global marketing empire in which one must be required to fight for their right to win that planes = money with wings?
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BallC420

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Re: Economies of Scale *Free Browser Game*
« Reply #1902 on: December 05, 2012, 11:14:57 am »

If the apparent bugs and exploits and whatnot are fixed, I might have a look at this game.

Has the game improved since the last page informing us in depth of the intricacies of running a global marketing empire in which one must be required to fight for their right to win that planes = money with wings?

Well, the profit potential on planes has gone down a little bit since there is more competition there now (2 - 4 big companies and a handful of smaller companies). My complaint is more based on the fact that those markets are automatically more profitable simply due to the game's built-in "base value" of the products (which is flawed IMO). I'd still like to see the dev do some balancing work to make it more viable for folks to make money with a huge food company vs seeing players cluster towards the highest value industries (jewelry, autos, boats, planes). He did some of this with tweaks to the sales equations but I think it didn't go far enough.

Example: My airplane company that went live about a week ago is pulling in about 1B/day in revenue. My sporting goods company that went live a month ago and has factories/stores/labs that are 4x or more the airplane company's size, is pulling in 1.2B and that's with basically zero or one competitor for most sporting goods.

I also think there were some bad design decisions as a result of trying to "fix" and "simplify" things that ended up hurting the game.

To prepare for a promised "land merge" feature, all companies are restricted now to 12 factory slots vs 20 on EoS.

To make CO harder, maintenance costs on CO are 5% of building cost vs 1% on EoS.

Instead of fixing the exploits in the stock market, the dev just completely yanked it from the CO server.

To slow down player growth, new company costs (I believe on both servers) now go up exponentially instead of being a flat 10M per company.

The lack of players, the new fixed price fee, and one bad design decision (employees are auto-fired after a week) means that basically no one on CO is using the employer/employee job posting system which the dev spent a good amount of time in developing.

On EoS, the "supreme court" that was supposed to be able to investigate and handle cases of fraud, embezzlement, cheating, etc. got staffed with players but never implemented.
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BallC420

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Re: Economies of Scale *Free Browser Game*
« Reply #1903 on: December 09, 2012, 01:13:41 pm »

Oh, and the dev supposedly fixed an "exploit" that let you sell a bunch of products in one tick. Since the amount you sell is calculated each tick based on:

1) The current demand met %
2) The current world average sales price
3) The current world average quality
4) Your price
5) Your quality

You could take a product that was at 0% demand met, set all your stores to just sell that one product, and set the price really high so you only sell 1 unit. Once you sell that 1 overpriced unit, the world average sales price is "set" to that ridiculous amount. You can then sell for a normal price and you get a hella bonus for being so far underneath the "average" price.

I figured this out back when the new CO server came up and was able to sell $2.2B worth of coconut sorbet in one tick. This is when the largest company in the game was around $1B in value. I ended up resetting my account due to it because the other players on the game's forums were calling for me to be banned for it.

The dev supposedly fixed it but look what I ran into today:

Spoiler (click to show/hide)

Yes, that's $1.33B worth of automobile seats sold in 1 tick. Some other players were selling some really low quality seats for $40k a pop (To put it into perspective, seats have a nominal wholesale value of $300 so that's 133x base value) so they had already set the world average price high and quality low. I just had to switch my stores over to selling seats for one tick and BAM.

So yeah, the exploits haven't really been "fixed".
« Last Edit: December 09, 2012, 01:15:50 pm by BallC420 »
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The Darkling Wolf

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Re: Economies of Scale *Free Browser Game*
« Reply #1904 on: December 09, 2012, 01:27:04 pm »

Exploits are always fun, I wonder when the next round of people buying water for 50000 a pop will be.
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