HardWrath
Marauder
- Joined
- Dec 8, 2005
- Posts
- 6,038
- Location
- Wisconsin, USA
- Society
- Freelancer
- Avatar Name
- Max HardWrath Mayhem
I think you're viewing the stock exchange in the wrong way.
See it as a crowd funding thing and at the same time a virtual stock exchange.
With the idea to launch things in game that the residents of entropia can benefit from.
I think to an extent that idea has merit and is worth being explored, but it will require some new thinking and truly new ideas because any new items that impact hunting, mining, crafting, and space travel would have detrimental effects on market values of existing things. Moreover the manufacturing process as it exists is incompatible with such a concept.
Really any kind of item that's created would undermine something else. I don't see how it could be balanced without completely reinventing the whole game.
Shares could be implemented in a way that is controlled by MA. For instance buying an omegaton share would yield a return whenever an item of said brand is decayed. However, this would essentially be the same as any other deed and I don't see that happening.
Ok, but then who pays for that % of decay? It certainly won't be MindArk and the Planet Partners. Ultimately that percentage of decay would come out of available potential loot returns which really makes it a whole new kind of in-game tax on each player which nearly no one will support.
For companies controlled by players, there would be a few possibilities. Factories are possible, just by an estate and pop in a few crafting terminals and add a function to control resources and employees. I see use for this, however it is somewhat small as of today. For instance:
I craft items X. To do so I need materials A, B and C. I buy an estate and place a few crafting terminals inside. Inside my company terminal I add three blueprints, A; B and C, and materials to construct these along with a "Minimum professional requirement" of 5, 8 and 10. I then add Whiteknut, Marco and Santa Claus to my list of employees after evaluating their skills. Whiteknut is given a salary of 0.001 ped per click. Marco gets 0.002 and Santa Claus gets 0.003. Now these three could go in and craft the materials for me at any time.
It could be expanded further. I could add Ace as a supplier and set special buying rates for him, add a terminal where he could sell his materials to me, and control the quantities through my Company terminal.
But these things will never happen. It would be possible though.
That also would force a new tax/cost on whichever player is risking his own PED by crafting. Moreover, with the crafting system as it's designed, this concept isn't consistent with the reality of loot returns and market dynamics.
I know it's much easier to shoot down ideas than it is to come up with them but if someone can think of a way to make it work long term without causing imbalance problems I'm sure that MA would be very interested in exploring it.
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