price & cheating

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Guest

Post by Guest » 22.09.2007, 17:59

dajnomir wrote:if both companies have steady grow, than there must be good deals.
Ah but you can only judge that in hindsight. It does nothing to help you OK/not OK deals.

More troublesome is that your suggestion makes no allowance for genuine mistakes or strategic changes. I myself have had my assets balloon and shrink several times, as I get into and out of a line of business. And there are plenty of people who've done resets simply because they changed their mind. That's no indictment of trade partners who (hopefully) were growing fine during that time.
Soul Systems wrote:I have an unanswered suggestion sitting somewhere in the forums, that went into this direction, but rather addressed B.

The general idea was to give starting people "virtual" cash and materials. That is, instead of starting with real stone, real steel, and real cash, they start with a stone credit, a steel credit, etc.
I think I recall seeing that. In fact it's not too different from something I had suggested very early on as a quick fix. My suggestion had been to flag all starting materials as quality -1. -1 quality items could be used in construction but not sold. It's functionally the same thing - you approached it from an explanatory, game-logic kind of sense, while my pitch went directly to how it's coded without bothering on explanation. Either way it still remains an interesting idea.

However, as you note this only creates a conversion hurdle, it doesn't strictly stop anything. As a rule I tend to dislike any law that hassles but doesn't prevent. My reasoning is that they annoy the law-abiding, while the criminals do what they do with just an extra step. Here, all one would have to do is construct a buildng, sell it off, and ship the cash. Considering that there is already a time discount on construction for players with less than 5 buildings, it's barely a holdup of a few minutes. And they could spend those minutes making a third account to cheat with.

Also I don't think a cash credit would be particularly easy to code or use. You face the very real problem of someone having buildings sitting empty without any real cash to buy inputs, and a bunch of build credits they don't need at the moment. That's frustrating for them, and not a great return for the hassle of writing pages to handle two different types of money.

While brainstorming this one day, I was thinking "what if you literally started with nothing?" Something like this (and the idea is very very loose):
For the first day or two you're just an employee: you log in and perform some action to simulate washing dishes or waiting tables or filing papers or answering phones or whatever. Nothing that takes too long or is too tedius, but something that represents earning money. After the predetermined work is done (be it two days real time, 1 hour in-game time, whatever) then you are given your starting credits.

And as a bonus, you could then "go back to work" any time you wanted to, earning some side money for your business. Eventually this would fall to the wayside as there is no need to earn a few caps flipping burgers when you earn millions starting your factories and making trades. But it's always an option you have.

Pros:
  1. Adds reality of "working from the ground up."
  2. Give something extra to do at early levels (when it's otherwise just "start your factories, put your goods on the market, come back tomorrow).
  3. Provides an extra income stream to supplement weaker businesses.
  4. Takes away the benefit of cheating (why work up a second company when you can just work up your own.
Cons:
  1. Requires a whole new system written in.
  2. Changes the existing economic structure. Consider how long it takes you to earn X dollars by "working" compared with how long it will then take you to double that by building.
  3. Could be boring, scare players away right at the beginning if they don't get to start out running the business immediately.
  4. Really, it could be boring if done wrong. It's like a whole separate game tacked on.
  5. Seriously, simulated dishwashing? Would people play that for even 5 minutes in the hope of getting to the capital?
And then as an addendum, I would offer the possibilty that anyone starting out with a premium account would jump right to X caps in assets and wouldn't have to do the grind work if they didn't want to. (Though they still could.)

That's where I get to on a flight of fancy about fixing issue B. The cons are kind of scary but some of the pros do seem enticing.

Guest

Post by Guest » 22.09.2007, 20:06

In fact it's not too different from something I had suggested very early on as a quick fix. My suggestion had been to flag all starting materials as quality -1. -1 quality items could be used in construction but not sold. It's functionally the same thing - you approached it from an explanatory, game-logic kind of sense, while my pitch went directly to how it's coded without bothering on explanation. Either way it still remains an interesting idea.
Yes, it's an interesting idea =)
I originally thought of some way to flag starting mats as unsellable too (much like your own exact same idea of using -1 quality items). The idea evolved towards a tally because while technically the same, flagged mats would not include starting cash. The idea of a starting tally -including cash- would address the entirety of the starting assets. But yes, it's totally the same approach.

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However, as you note this only creates a conversion hurdle, it doesn't strictly stop anything. As a rule I tend to dislike any law that hassles but doesn't prevent. My reasoning is that they annoy the law-abiding, while the criminals do what they do with just an extra step.
I agree with that, but honestly, the game is already full of such hassles. Throughout the years, I enjoyed playing many online games with my love. But because of the whole no-same-IP trade thing, we don't play Kapilands together. She had a lot of trouble along the tutorial, and eventually gave up entirely when half way through it, we discovered we wouldn't be able to really play "together" in a cooperative mode. And I don't see this "law" bring the number of cheaters down to 0 either.

The truth is some problems just don't have a single "all or nothing" solution. They have to be addressed with multiple half-solutions working together, and organised into something efficient as a whole. Take the fairly close example of network security. You can not make any server hack-proof. But you can add layer after layer of security. With just one layer, maybe you still have a swiss cheese and everyone getting in, despite 10 overworked admins catching only a fraction of the herd. With two layers, it's more complicated, and not undoable, but only more skilled and motivated people will sucessfully get in. Progressively, you end up with something that is still not unbreakable, but where only the most skilled and creative could get in, as far as skill go... and where none of them will actually bother going because it's just not worth their time to do it anyway, unless they'd have a very good and strong personal reason/motivation to do so. What really makes things safe in the end, is not the skill of the other party, nor the absolute possibility of doing (or not doing) something. It's that doing it requires so much motivation, that only a few will indeed do it. And then, your 10 overworked admins will not really be so overworked anymore, and will catch close to 100% of these few guys left. In their new spare time, they might even make users' life more enjoyable. Not by typing in their password for them, but by bringing in other features to save them other headaches, or simply to entertain them if such is the primary goal =) A lot of things outside the general realm of security & prevention use that principle as well, like job interviews for example.

I feel cheating in Kapilands is a problem of the same vein. There is no single easy solution that will solve everything and make cheating really impossible. But there's probably a way to work out multiple half-solutions, that will place the bar of risks vs. rewards so high in cheating, that only a fraction of the current cheaters would remain motivated enough to still do it. Raising that bar can certainly be achieved by lowering the rewards -rather than raising the risks-, precisely like in the -1 mats / tally idea. It's this specific approach that makes its strenght and high interest: even if it doesn't totally prevent people from using each and every possible form cheating, for the most part -except the most motivated of them- it just stops making it worth their while.

In my opinion, the opposite is also true: if you don't make it difficult to cheat in the first place, tons of people will do it. I don't know which tools exactly are at the disposal of the admins to track cheaters (and it's very good that regular players don't know them in details), but on the whole, seen from the outside, it feels rather easy. Maybe in actuality, it's not easy at all to do it undetected, but what I mean is that it isn't "feeling" hard enough to be dissuasive. Maybe a weekly "hall of shame" would help some ?

The real final terms of the problems are: "how much of a hassle are you ready to put on the law-abiding users ?". Any extra hassle, no matter how light, will eventually deter some people from playing. But which of both will deter the most players ? The cheater-prevention feature itself... or the cheaters (which said feature could have kept out) ruining their experience little by little ? In the end, it's really a matter of personal appreciation and opinion, but I personally see the tally as a low hassle on players, and a high one on cheaters. This highly positive balance is ultimately why I think it's a good idea.

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Here, all one would have to do is construct a buildng, sell it off, and ship the cash. Considering that there is already a time discount on construction for players with less than 5 buildings, it's barely a holdup of a few minutes. And they could spend those minutes making a third account to cheat with.
That's a very valid point you raise. I totally forgot about that. Surely, it could be fixed by preventing new players from selling buildings to the system when freshly starting. Maybe not delay it to manager either. Simply Retailer would already be enough to prevent immediate reset rinse-repeat, without being too much of a hassle for "law-abiding" users.

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Also I don't think a cash credit would be particularly easy to code or use. You face the very real problem of someone having buildings sitting empty without any real cash to buy inputs, and a bunch of build credits they don't need at the moment. That's frustrating for them, and not a great return for the hassle of writing pages to handle two different types of money.
When starting without the tutorial, people could be given a power plant (and have that much less starting mats/cash, too). Because of the initial input issue, it's all they'd be able to start with "from scratch".

In the start materials, people always think first of construction materials, but I think you also start off with seeds, power and water, so they wouldn't be totally blocked.

Plus, power being always q0, it's strongly suggested to beginners anyway. Right now, the tutorial itself seems to suggest to people to start in plantations and veggie/fruit business. It goes a bit against the fact power, water and stones are locked at q0 to strongly entice newbies to start with that. If they already had it, maybe it would help them not feel so lost when starting out. From there, maybe they can even be given the option, or a system message suggestion, to build well and produce water with their own power, then a mine, to produce stones with their own power and water ?

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For the first day or two you're just an employee: you log in and perform some action to simulate washing dishes or waiting tables or filing papers or answering phones or whatever. Nothing that takes too long or is too tedius, but something that represents earning money. After the predetermined work is done (be it two days real time, 1 hour in-game time, whatever) then you are given your starting credits.
There was such a game in [I'm not sure I'm allowed to say which website, but it's educative games for kids, which many grownups enjoy too, to keep their minds sharp]. It was called Grundo Gym, if I recall right. The principle was to shake your mouse up and down over a circle, to make a lill character on the screen work out =p And believe it or not, it was such a crazy popular game earning people so many points from playing it over and over that they eventually removed it, to keep points balanced with the harder games !

I really like the idea of something like that, which you could return to even at higher levels. For now, while production units are producing, reasearch centers researching, and stores selling, there's not really much to do, aside from looking how pretty they are, or engage into fax wars (very fun, but expensive), and market speculation (which is probably detrimental to the kapilands econnomy in the long run anyway). Market speculation doesn't bring tons of millions of revenues, but it kills time fine, and it's fun. Now, if there was another option even more fun (and bringing something, anything, even if it's not millions), I'm pretty sure it would be a popular activity during the 24 (or in my case, 48) hours between 2 production batch clicks.

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Always a pleasure to read you =)

Guest

Post by Guest » 23.09.2007, 12:55

I agree with that, but honestly, the game is already full of such hassles. Throughout the years, I enjoyed playing many online games with my love. But because of the whole no-same-IP trade thing, we don't play Kapilands together. She had a lot of trouble along the tutorial, and eventually gave up entirely when half way through it, we discovered we wouldn't be able to really play "together" in a cooperative mode.
Ah, see now between changing this, and changing the "set any price you feel like" rule, I would much rather change this one.

The reason it exists isn't so much the quick materials flipping. Yes that happens too, but it's already forbidden. The much more subtle, long-term cheating issue would be creating two (or more) accounts and making inferior, but legal trades from the secondary to your "main" one. Imagine having a partner who would always sell you stone at 2

Guest

Post by Guest » 23.09.2007, 18:40

[quote="Knolls"]Imagine having a partner who would always sell you stone at 2

Guest

Post by Guest » 23.09.2007, 22:48

You know I thought about not saying it, under the theory that cheaters tend to be dumb and wouldn't think of it on their own.

But honestly, to anyone thinking "hey, good idea!" - if you only thought of it because I pointed it out, what are the chances you're not going to get caught? :roll:

Guest

Post by Guest » 24.09.2007, 09:06

The flaw I see with going by IP addresses is that many users in the US (I don't know about Europe) are on dynamic IP allocation. To get a different IP, all I have to do is disconnect and reconnect. It takes 3 seconds through my router's web interface.

On the other hand, it's conceivable that some other user in my ISP's network might play Kapilands and get an IP that I used before.

Guest

Post by Guest » 24.09.2007, 15:30

and thats what happens about cheating:

he sold 5 steel at 136,000 caps and his cash increases. i ask him to change his companyname into: barefaced cheater :D
Message from xxxxxx , 24.09.07 17:24

Subject Re.change your name into barefaced cheater
What the hell do you mean, I put those steel out for fun too see if some stupid [censored] would buy them. It happens all the time in lots of games and I'm happy that someone fell for it. So should you be cause now you know there are some dumb f***s out there that makes your road to the top easier.

You may call me a dirty cheap [censored] for playing tricks like thar but don't call me a cheater ffs.

Now go build your empire instead of accusing people of cheating.
wow - the buyer is a stupid [censored] ? i guess, he bought it with another account. who is the [censored] ? :D

Guest

Post by Guest » 24.09.2007, 22:40

Road to the top? Gee CMB, it must be nice to know you have a road to nowhere. If you try to get to the top you will end up standing on your head.

Guest

Post by Guest » 25.09.2007, 10:02

@CMB

You seriously didn't expect that by engaging the conversation on aggressive terms, he was going to answer you politely, did you ?
As a side note, and aside from having little to do with this thread's topic flow, the example you're refering to is not cheating. It's certainly abusing newbies or tired / rushing non-newbies, and totally lacking class, but it's not neccesarly an alternate account of his who bought it. Maybe have a look there for more details.

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@ Knolls
The method that suggests itself would be "store credit only" on system sales (at that level).
Ah yes. I like that idea a lot. Instead of preventing people from selling buildings to the system at all; having these sales go back into the tally does indeed sound much better =)

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It still sounds a bit ugly to code, but in terms of just talking theory that seems possible
I'm not certain that any of the anti-cheater mechanisms already in the game were real easy to code ;) But yes, this one involves maybe an extra pannel somewhere in the layout (even if it's only the warehouse's layout), at early levels, to keep track of what's in your tally, so it sounds uglier than most *nods*
Maybe if we gave the devs a few big smiles, and even bigger cookies ? (Warming, come over here for a sec !)

Guest

Post by Guest » 25.09.2007, 15:22

From a simpleton on the original matter.
*2 people decide to trade with each other on the basis i sell to you cheap, you sell to me cheap.

IF both partys never reset there acounts and continue playing as seperate companys this is fair. There union offers absoulutly no advantage over anyone Unless They "CHEAT". The union itself will have the advantage of a partnership, wich has twice the initial funding. So they deal with each other ongoing both making profit how they see fit. If at any stage in this "Declared union" one was to reset there account and then resume the union..Well thats a "CHEAT". The only other Problem i can see is if one company grows dramaticly larger than the other, meaning the union is destined to split to one overall company after taking advantage of the sacrifice company. Meaning someone had a friend help untill they were set up then left "CHEAT", I read most this post, it went astray, hop someone didnt say this before im just trying to make it clearer.

So my vote there not cheating unless

1 one person resets then continues trading
2 one company folds to the other

IF party (1) wants to continue playing and Party (2) does not, then party (2) deletes or cancels account, If party 2 continues

Guest

uqestion

Post by Guest » 02.10.2007, 09:38

hello there i have 1 question.
i bought yesterday steel 10600 for 14c each ( or so )
than the guy ...Supliers inc. igm msg me that he made a mistake and wanted to sell stones, and ask them back.
i didnt wanted to send them in contract for same price cause it would be like cheating and told him i will talk with moderators and ask for help how to find a way that he gets his steel back, i send igm to some moderators but after 2 hours i got banned?and i didnt recieved any answer from moderators.
now pls tell me what i did wrong?
buying steel very cheap ?? yes but when he said its mistake we were igming eachother to find a slutions and cause i didnt wanted to send them before i talk with some moderator and ask what to do, than i got banned?
hmm dunno.
p.s. to Suplier inc. sry m8 but if im banned i cannot send u back your steel so i guess u should but them from npc once again.

Guest

Post by Guest » 02.10.2007, 10:28

i didnt wanted to send them in contract for same price cause it would be like cheating
Actually, no. If you bought them for 14, and you send them back (to the original seller) for the exact same price (so, for 14), it's an even transaction, and it's not cheating. It sets everything back to "how it was before".

If for any reason, you're uncomfortable sending it back to a player, you can also send it in a contract -still for the price you bought it at, so 14- to the "Newspaper" account. In this case, you should also send an igm note detailing your purchase transaction to the "KapiTycoon" account, which is designed specifically for such issues. Both these accounts are run by the person known as "Tycoon" here on the boards. It seems she's been idle for a while now -and I hope she's doing fine-, but no dev posted any info about an alternative interlocutor, or about her stoping to maintain these accounts (or any info about her at all, for that matter), so in the meantime, the official stance and strongest recomendations on what to do exactly, are still the above.

In any case, if you contacted moderators about the issue (before you got banned), the timestamps on the steel transaction, on your message to the mods, and on your ban should allow them to sort things out. I understand they're a bit overwhelmed these days, so maybe the mod you messaged simply had not gotten to your message yet, by the time someone else eventually banned you.

Guest

Post by Guest » 02.10.2007, 13:37

Soul Systems is correct. I would have sent it back immediately at the same price, then sent a note to one of the mods. But this is proof that things like Steel for 14 will get you locked.

Zivago, I'll talk to people internally here and see what we can find out. If the IGMs do bear out that it was an accidental mistake you were planning to correct, then maybe. On the other hand, if there's a history of trades showing lopsidedness ...

For further discussion, please PM me here instead of continuing the forum discussion.

Guest

Post by Guest » 02.10.2007, 15:22

oki :)
ty very much for the response guys.

Guest

Post by Guest » 04.10.2007, 12:19

elwood74 wrote:
dajnomir wrote:cheating would be if i sell to him lower than production costs. i still make a profit.

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