Post
by Guest » 25.08.2010, 06:10
If they move to a non-npc selling style realm, they're going to have to fix a lot more than just NPCs. Production capacities will need to be fixed. One example, is again steel. It takes 2 iron and 5 coal and .5 minerals (from the .5 chemicals used), which are all mining products. What do you know, iron, coal and minerals all have the same production capacity. If there's no NPCs selling steel, you'll run into an issue of the company specialized in mines deciding whether to make coal, iron or minerals. What's going to happen (this is isolated for steel) is that the miner is going to produce coal and coal only because there's 2.5x the demand for it relative to iron and 10x the demand relative to minerals.
Here's the problem, the miner is going to specialize in coal rather than iron or chemicals because they have the same production capacity, but what happens when the price of iron rises above coal? Miners immediately switch to iron because it's fetching a higher price for the same production capacity in the same mine. This will cause the price of iron to go down back to coal's level or below. However, since the demand for coal is higher, producers will immediately switch back to their specialization of coal. The same situation applies to minerals. What this means is no one is specializing in iron or minerals because the price levels need to be at 2.5xcoal for iron or 10xcoal for minerals for the miner to be indifferent to specializing in coal, iron or minerals. But would the prices ever get that high when the miner can switch production willy nilly with no costs? Not in a rational market (kapilands is probably not rational since there's no cost except time). What needs to be done is the supply levels of minerals and iron needs to be dropped below that of coal for a non-npc world to work, the only way to achieve this is to fix production capacities. This needs to start with raw materials because it's the basis of all products.
My point is that there's a lot more involved than simply removing NPCs and letting the free market handle prices. The free market would work in kapilands if producers could specialize properly with prices allowed for it. Production capacities of every raw material building would have to be reworked since my example was only isolated for steel.
We're also going to need a lot more people to join such a realm because there's so many options for production.
However, a good start to both realm 1 and realm 2 would simply be raising the price of power, water and stones sold by NPCs. What I would like to see is that for every X amount bought by players, the price increases by Y% (say 1%), this would allow players to put their power/water/stones on the market without having to compete with an NPC, but the NPC is still there should people be desperate. However, I would also like to see the price decrease by Y% if say 1/2X products weren't bought in a certain time frame. In reality, I'd like to see this done for only power because power producers don't have the option to switch to different products like drillers and miners do. This would, of course, raise prices across the board because everything takes power. It'd also squeeze profits in certain industries (wardrobes) that have high profit margins but also take a lot of power. This will allow for other industries that are less power intensive to compete with wardrobes and gas.
Another fix that wouldn't need another realm is the supply/demand feature with the stores. I mean who wants to live in a world where there's 4000 ice creams supplied but 1.6 billion demanded with those ice creams selling for $60 on average, which is probably 1/15th the profitability of a furniture store even though 0.00025% of the demand is met for ice cream while 10% is met for wardrobes? Come on, that's not realistic!
I think fixing the supply/demand feature has the greatest need, this would cause people to specialize all over the place and probably draw in a lot more players. Essentially, we need to demand it and Upjers will supply it, right?