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ICe Man

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Jul 23rd 2010, 17:19:57

anyway you could get it to where you could recall individual goods?
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qzjul Game profile

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Jul 23rd 2010, 17:41:49

yea it could be done
have to think about it though
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ICe Man

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Jul 23rd 2010, 18:33:41

maybe 2 turns per item or 3 for all or something?
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Havoc Game profile

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Jul 23rd 2010, 20:25:57

Seconded
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Trife Game profile

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Jul 23rd 2010, 20:31:52

I also vote that it requires a few more turns to do a market recall, then people might be more careful about prices?

Perhaps 5 turns?

iZarcon Game profile

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Jul 24th 2010, 20:22:06

why not "tax" returned goods based on your government's market tax as well as using a few turns. 2 turns like ice said for 1 type of good or 5(why make it only 3?) for all.

3 turns just isn't a stiff enough penalty for market recall.. it makes the same impact for recalling 10k turrets as it does to recall 1mil turrets. using a tax or percentage of teh goods as well will make it a much better implementation to the game.

i think that tihs market recall is a good addition to the game, but it shouldn't be something that absolutely everybody uses and uses often.
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Requiem Game profile

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Jul 25th 2010, 12:30:59

I like it... Makes my de-stocking easier. I don't see the issue here other than some people being undercut sometimes but it's still all about supply and demand.

The only difference is now the equilibrium price will be obtained a little faster than if you had to wait for goods to come back.

iZarcon Game profile

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Jul 25th 2010, 13:21:24

it should have a very stiff penalty. picking the right price to sell goods at on the market has always been considered a good skill to have, in the past. now it seems all you need to do is keep a few turns spare, set the price high, and gradually bring it down.

needs a much stiffer penalty than just 3 turns, to make you think twice about using it, and pick a better price in the first place.
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Requiem Game profile

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Jul 25th 2010, 20:07:15

Well I'm a big fan of a banking/ silo/ oil tank/ etc. system to save goods rather than using the market as a bank but without that option this is a good way to make your stockpile more liquid. In that regard I like being able to re-call. I can't say that I've ever used the recall goods feature because I didn't correctly price my goods.

iZarcon Game profile

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Jul 26th 2010, 8:20:10

... the whole point of storing goods on the market has been that as a penalty, you couldn't access those goods again for another 72 hours, no matter what. now, with a click of a button, you can get everything, absolutely everything, back.

what I'm saying is that completely changes the balance of market mechanics in the game an shouldn't be the thing to do.. i mean, GREAT, have the option to recall goods immediately, but have a much stiffer penalty for doing it than just 3 measly turns even if it's just a random percentage loss between 1 and 2%. Something like that would make someone think twice about waiting another X hours or losing anywhere between 3mil and 6mil food when recalling 300mil bushels(as an example). still accomplished your wish of a "more liquid" stockpile, but includes a penalty that may keep you from using it.

losing 3 turns does nothing, not a deterrent at all.
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qzjul Game profile

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Jul 26th 2010, 15:09:00

Surprisingly enough though Zarcon, it hasn't *really* changed the market at all =/

Most people don't *want* their goods to come back if they're storing them. And they're priced so high as to not affect the market.

I don't see why it should cost more to recall than it already does, 3 turns is quite a high price for something you can otherwise just wait for; all you'll lose otherwise is some turns anyway....
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qzjul Game profile

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Jul 26th 2010, 15:09:07

(and some sleep probably)
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iZarcon Game profile

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Jul 26th 2010, 19:06:07

Your clan gets FS'd.. you want to recall all your goods

Old style: wait 72 hours from when u sold them regardless.

New style: lose 3 turns...

just doesn't seem like it compares at all to the old system. sure having to wait a while to get your stuff back sucked, but it was part of the game. if you're going to remove that aspect, at least make it a bit tougher to achieve. just taking 3 turns away doesn't really accomplish much when u consider the potential gains that country gets from getting their goods back and repriced so much faster.

taking away some percentage of the goods seems like a much better deterrent.

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qzjul Game profile

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Jul 26th 2010, 21:10:26

and it's 48 hours btw zarcon

but yea an FS is one of the things it changes....

incidentally though, that's more of an anti-FS thing, which is probably the direction we should be going from what most of the war people i've heard have said....
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Requiem Game profile

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Jul 27th 2010, 0:37:45

Why would you deter something like this? I think its a step in the right direction... If you want to take the FS example this is more of a reason to keep it. Being FS is already such a disadvantage. If you're saying you can't have a good FS because your opponent is re-calling their goods and out growing you then that should say something about your war strategy not the fact that they can recall goods.

iZarcon Game profile

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Jul 27th 2010, 7:49:38

Thanx for teh correction qz.

Regardless of that, requiem, if you need your stockpile to be more liquid then maybe you should rethink your netting strategy?

Didn't say that i was having problems with war strat. I do agree that FS needed weakened, but making stockpile completely liquid for the sake of 3 measly turns isn't good.

To go with qz's usual stance on game changes, i haven't heard anyone say that the 3 turns is too much of a penalty. The reason is because it isn't and no netter in their right mind would ask for more penalty.
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enshula Game profile

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Jul 27th 2010, 7:52:22

its a pretty big hit for techers and not so much for others

which is good in a way since techer is generally stronger

iZarcon Game profile

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Jul 27th 2010, 8:00:44

Just had to say something. 3 turns isn't a big hit. Sure its a hit on techers to a minute extent, but how can you justify big? Also, the ability to recall tech that's priced a bit high could encourage techers to price high initially with the ability to easilly recall unsold tech and reprice. I'd say that gain far outweighs the 3 turn loss
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diez Game profile

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Jul 28th 2010, 5:43:15

3 turns per goods type would do just fine me thinks.

enshula Game profile

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Jul 28th 2010, 8:07:32

on primary you have 54 turns a day, if you recall and sell every day thats 3 turns out of 53 turns (-1 for selling)

when stocking that is 5.66% so tech prices would have to be falling by at least 5.66% in 52-54 hours minus perhaps 24 since the last time you logged in to make it worthwhile, perhaps 2 additional days play if you always play once a day at the same time

that would be about 3% a day, which is probably about right

more likely though is you sell perhaps half your tech you had for sale, so you instead would have to lose 11.32% on the tech you recall making it more like 6% in a day that tech would need to fall

and if you could play soon after it came home then its only 1 extra day not selling

but during a grabbing phase if you gain 1k acres a day in primary you will be spending ~20 turns out of 54 doing that, leaving only about 33 turns for teching for 9% of your income

again if you sold half tech would need to drop by 18% in the time before you got your tech back

team is an interisting one in that if you can wait about an extra 2-3 hours from your regular play time you get it all back without recalling, making recall expensive there even though turns are 102 a day almost double primary