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Galmarr

Buying and Selling Inventory to Players

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I see that WG gives away as gifts and rewards items such as flags, coal, modules etc.. And not mention Ships. These can be viewed as commodities.

I would suggest:

1 - Market. Develop a market where players can buy and sell these commodities to one another. Including Ships. WG can even charge a minimal "Tax" to profit from transactions.

2 - Simplify currency. There are too many forms of currency. Gold, Coal, Steel, Tokens, XP and FXP. One form of currency should suffice to purchase anything in game. Items like Coal, Steel or if you really need to have Tokens can be bought or sold on the Market.

3 - Shipbuilding. Develop a shipbuilding/Module yard in the Navel Base to allow players to build ships and modules. Players can skill/ level up ship/module building skills. Parts for ships and modules can be bought or sold on the Market. This can create content and more interest in clan social activities.

4 - Salvage. Allow players to automatically salvage parts from ships they personally destroy. including Steel and Flags. These items can be sold on the market or used at the Shipbuilding yard in the Navel Base.

These suggestions will make the game more dynamic and robust. Players have more options. Some may choose to focus on producing items others may choose buy and sell. While others will only want to pew pew!

Thank You

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43 minutes ago, Galmarr said:

1 - Market. Develop a market where players can buy and sell these commodities to one another. Including Ships. WG can even charge a minimal "Tax" to profit from transactions.

What would compel WG to consider this, rather than just have every player purchase the ships they want at full price?

Why try to milk the tax when you can get the full bounty?

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1 hour ago, Galmarr said:

Market. Develop a market where players can buy and sell these commodities to one another. Including Ships. WG can even charge a minimal "Tax" to profit from transactions.

Why would WG want a percentage of the transaction when they can have ALL of the transaction? The company likes money, your idea would reduce the amount they get.

1 hour ago, Galmarr said:

Simplify currency. There are too many forms of currency. Gold, Coal, Steel, Tokens, XP and FXP. One form of currency should suffice to purchase anything in game. Items like Coal, Steel or if you really need to have Tokens can be bought or sold on the Market.

WG does this, at least in part, to help support dying events like clan battles and ranked battles. By offering powerful (though certainly not OP) ships for steel only they encourage players to stay involved in both of these types of battles, which get worse with each new season, especially with them now being limited to tier 10 only so WG can make more money on consumables.

1 hour ago, Galmarr said:

Shipbuilding. Develop a shipbuilding/Module yard in the Navel Base to allow players to build ships and modules. Players can skill/ level up ship/module building skills. Parts for ships and modules can be bought or sold on the Market. This can create content and more interest in clan social activities.

I could get behind this but honestly see it as something way too complicated for WG to implement correctly.

1 hour ago, Galmarr said:

Salvage. Allow players to automatically salvage parts from ships they personally destroy. including Steel and Flags. These items can be sold on the market or used at the Shipbuilding yard in the Navel Base.

You're cutting into that company profit margin again; WG will never go for that.

1 hour ago, Galmarr said:

These suggestions will make the game more dynamic and robust.

No, these suggestions will make the game cheaper for the player base, so they won't be happening.

1 hour ago, Galmarr said:

Players have more options.

Not something WG promotes.

1 hour ago, Galmarr said:

Some may choose to focus on producing items others may choose buy and sell.

WG wants everyone to choose to spend, and then spend more, followed by more spending. Are you seeing the trend yet?

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Games can get convoluted when banking is introduced.

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2 minutes ago, Sovereigndawg said:

Games can get convoluted when banking is introduced.

Other games use these very features and are going strong. This game is just blowing up ships. It has so much more potential than shooting.

There are only so many nations with viable ships. Already WG is introducing Paper/Fantasy ships. How long can this go on and retain a player base. The initial concept was good but its running aground. This rinse and repeat mission nonsense is 1990 gaming. Been there done that.

Introducing new elements can infuse new interest and create content. It has already been proven in gaming world.

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5 minutes ago, Galmarr said:

Other games use these very features and are going strong. This game is just blowing up ships. It has so much more potential than shooting.

There are only so many nations with viable ships. Already WG is introducing Paper/Fantasy ships. How long can this go on and retain a player base. The initial concept was good but its running aground. This rinse and repeat mission nonsense is 1990 gaming. Been there done that.

Introducing new elements can infuse new interest and create content. It has already been proven in gaming world.

I proposed something like this before, it met with great player opposition because apparently banking cartels are formed. I really didn't see how it could get so bad here, but most players were against it.

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The market seems like a wonderful idea, but I feel like WG would have to make event only ships like Benham so that they would be sold since the premium shop exists 

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