Exposed: Why Q7 weapons is uneconomic!

Day 1,876, 00:25 Published in Ireland Ireland by Releasethe Krakken

When Bhane pointed out earlier this week that he was losing money not making on his Q7 weapons I could not believe it.

Checking however the facts quickly pointed me to the problems for this conundrum which Plato bad analysis of the game brough forth. When Q7 weapons was released they sold at about 45 IEP. Normal computer design involves looking at 3 scenarios:

1. The Best Case Scenario
2. The Realistic or current Scenario
3. The Worst Case Scenario

I will get back to that. First off lets look at the first discrepancy I discovered which is the Resources per product stat. My picture clearly show the problem.



As if one looks at resources per product one must compare it with the weapons specs. Which the following picture shows:



Finally one must visit the market and look at what the weapons is selling for. I composed a picture of the USA market which is a very life market. At the bottom price an item probably lies there for a few seconds:



Its clear from the products per item and the weapons spec the following variables must have been marrie😛
1. Resources per item
2. Uses per item.

This is where the discrepancy started. As its apparent Plato was sleeping on that day. It simply wasnt. From Q1 to Q6 the uses increased by 1 and the items by 10. So Q1 10 Products 1 use, Q6 60 products 6 uses......if we thus threw out Q7 odd ordering this would have been the normal progression:

Hypothethical Q7 70 products 7 uses, Q8 80 products 8 uses, Q9 90 products 9 uses, Q10(teh current Q7) 100 products 10 uses.

Someone seriously messed up the natural progression for an unknown reason.

The Economics of a Q7 weapon:

Finally we will bring price into the equation.

Currently our production is 12 weapons per production cycle:

Now if you have lots of weapon factories you rely on 2 things:

1. Buying WRM
2. Labour

You can do 120 jobs in a day yourself. I was working on 10 jobs and energy of 1200 at the start of morning. Ok so you can do a lot yourself so we will look at 2 scenarios 1 with and 1 without labour:

With Labour
SALES:
12 X 12 = 144 IEP TO 12 X 15 (IRELAND) = 180
COST: WITH LABOUR
WRM: 12 Weapons = 12 x 200 WRM = 2400 WRM * 0.05 = 120 IEP
LABOUR: 22 IEP
TAXES: 1.1573 PER UNIT = 12 X 1.1573 = 13.89


NET PROFIT:-11.89 IEP | 24.11 IEP


WITHOUT LABOR: 10.11 | 46.11

PRICE OF FACTORY FROM Q1 UPGRADE = 1220 GOLD + 10 GOLD = 1230 GOLD
MONETARY PRICE = 1230 * 340 = 418200 IEP

DAYS PER WORKER TO REACH PRICE OF FACTORY:418200 / 24.22 = 17345 OR 47 YEARS !!!!!

DAYS PER MAXIMUM WORKERS:17345 / 10 = 1734 OR 4 YEARS 9 MONTHS

Player can assign up to 10 workers


CONCLUSION AND BRINGING IT INTO PERSPECTIVE:

Before you jumpm up and say but a player can make his own WRM and then use it to make weapons. Yes but first off the WRM he uses has a value.

Is the economics module working: To the extent that there is a demand especially for Q7 weapons. Does the demand equate to better price. No because the market is not controlled. Should it be controlled? Yes the market should be controlled this is a economic simulator of RL or is supposed to be. In RL one wouldnt buy a factory and wait 47 years to break even. In RL prices go mostly up and a profit margin of 100% is more the norm. That is cause in RL the person have mortgages , debts , expenses etc etc. He must ask 100+% profit to make a reasonable profit in the light of life costs. So in bringing this in line with this game we dont have expenses except labour and material or food in own production. The main thing for me is it must make sense.

Paying 1220 gold and waiting 47 years to break even is not realistic. So buy it using plastic..sure you can. All this means is the poor player who spends nothing on the game can never realistically reach or justify the expense. This is not capitalism. A poor person can with good business skills or other life skills reach much money. So in conclusion the economic modulator is atm a good simulator of going bottoms up not making money or running a good business.

Even at top prices which was 40 or so your still looking at a break even rate of 10 years or 1 years 2 months. But then again our gold price was 2000 IEP per gold then. So even if the price jump gold jump. So when the designer went and studied the best and worst case scenarios he did it in a extremely half assed fashion. Most likely the job was handed to an accountant who worked out the most we could be ripped off for before we got angry or the "Our Customer are idiots scenario" Commonly used in online games.

HOW TO FIX IT:

Couple of variables spring into min😛

1. Raise the number of times a person can work at his own factory
2. Lower the energy demand per 1 work.
3. Increase energy
4. Lower the resources required.
5. Robot workers to augment workforces
6. A bottom price that cannot be lowered for items.
7. A upper price that cannot be raised for items.
8. A Mobile trader or computer trader where you can sell items at a slightly lower price as the bottom price.
9. Increase the WRM production by a factor. Thus lowering cost and prices of WRM.
10. Bring in a set relation between all the prices. Say WRM shifts then Weapons bottoms shifts as well. Basically imagine a graph and all the points is connected.



Lets start at the bottom a Q1 factory needs 10 WRM to produce 1 unit. So the bottom price of it should be atleast equiavalent to 10 WRM or 50 cents. That is your basic break even price. Add on top of that say sales taxes and you have an acceptable bottom price. But what should the Upper price be of the WRM we already calculated it for a Q1 weapon plant so lets say the Upper could be if a Q1 weapon sell for 50 cent only be 0.05 or 5 cent. Its difficult to work out such a fixed price system as one needs a kind of floating mechanism. One price should be able to raise or lower the other one.

11. Lower the prices of all factories and Raw Material buildings


Taking all this and then sitting on your ass and doing the calculations yourself PLATO. This is basic computer design and programming not rocket

science as you will change an algorithm here or a variable there.


WHAT YOU CAN DO KNOW:

Relax your brain as that was quite alot of data to work through.

http://www.youtube.com/watch?v=ceV62E-c86g