Open Letter from an eEconomist To Admin re Economic Module (Day 1018)
Addy Lawrence
Although this is a game, it is a society. This society has an economic value system predicated on the utility of clicks and the exchange of in-game currency. It takes time for the natural forces of ebb and flow in this society to realize what the true economic utility and value of these clicks are. When you significantly change the parameters that the society operates in, there are immediate reactions and delayed reactions and reactions to those reactions. It takes time to digest these changes.
I'm an eRep economist and I've been tracking the economy and managing businesses for close to a year now. I have been tracking the strength of the eRep currencies for a while and I can tell you that when you make changes to the game, it affects the economy and the changes take weeks to take root. Check out this profile of my economic index, Sum of Currency.
This is the sum value of $1 of each currency in terms of gold.
When is was announced that you could only heal the amount of damage lost in battled, the economy started to tank.
When it was announced that diamonds would become titanium back in December of '09, the world economy took off.
When the announcement that V2 migration was imminent, the economy when into a major tailspin.
When the battle module went live, there was a momentary strengthening of the economy, and then it resumed its tailspin.
When the food mechanism and house mechanism changed, this slowed down the tailspin. It created demand for both houses and food.
The most recent change proposed to eliminate professions is ill advised. This will be akin to migrating to V2 as people flood the raw and food companies and the overproduction problem will be compounded. The irony is that the economy appears to be stabilizing, a huge change like this will only undo the progress made to date.
Have you considered how "in process" components will be treated in the one profession system? How will existing component inventories get resolved? How will jobs be posted? Will we still be able to customize our products if there aren't different types of professions to build the components? I was very surprised that these items weren't addressed in the insider and I am concerned that these will be "Oops, didn't think of that." bugs when this goes live.
I don't think that the prevailing issues with the eRep economy stem from professions at all, leave this alone, it is only a programing bug waiting to happen. In my opinion, one of the major problems in the economy is overproduction and a lack of demand for weapons.
Please consider one simple solution to curtailing production; change the product modifiers for raw materials by doubling them (high regions = 2, medium = 4, low regions = 100). Think about it, this is a very easy change to make in the game, very little programming required. Also, it will devalue harvesters by 50% overnight. This profession is one of the highest paid and can easily sustain this impairment.
Please consider one simple solution to creating demand for weapons; change their modifiers so that they are all the same, and set them at the air unit level of 9. Furthermore, change their battle behaviour in game so that they all behave like tanks. They should cost the same and behave the same in battle. Then, ENSURE that the rock/paper/scissor effect really has a material impact on a battle by making it a 50% booster or something like that. These are simple changes. Creating parity in weapons will create demand for rifles, air units and artillery. Making them "cost" the same will also make sure that their utility in game is consistent with their performance on the battlefield. Let the rock/paper/scissor effect manifest itself. Online co-ordination will be required to take advantage of rock/paper/scissor and this will achieve the traffic that you want in this game to generate RL dollars.
There is a whole demographic out there who are sore about their migration of skills. You built a utility so that companies could change the customization of their product at the cost of forfeiting work in progress, please consider providing a utility for people to customize their professional skills at a cost. It could be 5g or 10g or maybe it could be sacrificing 10% of your existing skill points so that you can reallocate the remaining 90% the way you want. The cost from the customization change can't be much different than the profession change, run with it! This is another great way for players to sink gold into the game which means RL cash for you.
People have invested RL money in this game. Your contemplated change to the economic module will forsake these people. These are the people you want to keep because they are paying the RL bills for the RL eRepublik business. Membership is half of what it was four months ago, don't burn it all away in the next four months.
I do not have a suggestion to deal with the lack of demand for weapons that are less than Q5 but when I come up with a simple and meaningful improvement that is practical to implement, I will share it with you.
Addy Lawrence
Comments
Admin, please read.
Admin, please read.
Admin, please read.
Admin, please read.
If only they'd read this. Voted for clarity.
I swear there was nothing there as I was typing in my comment.
Admin, please read
Addy, I hope you dont get FP's for addressing the admins through improper channels....
They said in their update to post comments in their articles. I've I get banned at this point, it would be doing me a favour. I owe this game nothing, admin owes me.
Admin Please Read x1000
ADMIN.....PLEEEASESE READASA@FJSNJDFNJS
Admin, please read
Admin, please give me 1000G
😁^I wish for the above,
I also wish for you to read.
i don't like the paper/scissor/rock military scenario and having all units behave the same. Each unit should have a very unique ability, and when you sum up their abilities and firepower they would balance out. for example have rifle units have 50% defence increase when they hide out in mountains, forest or cities, only other rifle units attacking can negate the 50% defence or have the artillery units attack up to two tiles away, tanks can retain their firepower and so on until all units are balanced. this would make for a much more interesting game.
Admin, please read.
Admin, please read!!
Admin, please read
Gathering companies may also gain a unique edge when hiring workers due to the nature of the demand and also the fact that all gathering jobs are Q1.
Addy is the Rich Dad, Poor Dad of eRepublik. I love your MLM Schemes!
>Admins
>Read
Pick one.
Admin, please read.
Admin, learn to read
Admin please read
Admin, please read.
Admin, please read. x1 000 000 000 000 000 000 000 000 000 000 000
Admin, please read.
Admin, please read.
Admin Please Read
Admin, please read.
Admin, please read
Having one giant workforce is just going to make the entire economy that much more volatile. Further, but decreasing economic diversity you make the whole system more vulnerable to problems (in a way anaologous to a biological population with insufficient genetic diversity (within a species) or biodiversity (within a whole system) is more vulnerable to suddent enviromental changes or a particular disease)
I'm not exactly thrilled with the economy module right now, but please stop making massive overhauls every two months--As Addy has pointed out, you're not giving things enough time to reach their new equilibrium!
Admin please read
Admin please read
Steering the economy is like steering a boat; the admin's grab the rudder and crank it as hard as they can to one side, and in so doing completely overshoot their desired course, then they panic and crank the rudder in the other direction. But economies, as with boats, have inertia and momentum. One must make gentle corrections, and stop turning _before_ reaching the desired course--monentum will keep the ship turning after the rudder is straight!
Admin, please read. Or this game is over.
VOTED!
"In my opinion, one of the major problems in the economy is overproduction and a lack of demand for weapons."
there are several things I would like to point out.
1) There was that massive tank cloning operation. Until those are burned out which will take a while, demand will be low.
2) It would help if Canadians actually showed up to the wars we have. You won't get demand for weapons if nobody fights. Today in NI, in the last hour of the battle, participation was terrible, as it has been since the uk started the retreat/attack.
3) We have an over production problem because so many people quit.
4) Ranking up of new people is very difficult since they are preyed upon by people hunting for a BH medal rather than trying to win the war. New people are going to quit when they show up on the battefield and don't even get a shot in before they are killed. New people will help reduce overproduction.
I have made a suggestion to Chucky about setting up resistance wars between nations as a place for new people across the world to help them rank up. There are of course technical problems with setting it up, but it is possible. I hope he looks into this further.
You should send a ticket in "feedback".
I have a weapon company that create a Q2 tank from 600 iron but in the game 600 iron worth more than a Q2 Tank in most country so... Its friggin ridiculous, either we are all losing money or multis ruined the economy for honest players...
brilliant article Addy... it was the article I was going to write tonight, too bad ya beat me to it!
Admin... PLEASE READ!
Excellent. I feel the same way about this new massive pool of 'work' skill; everyone's the same...lumberjacks are mechanics are engineers...
Admin, Please Read.
admin delete your article because trolling admin decision xDD
Admin, please read.
READ THIS ADMIN
voted
good article, hope that admins will read
Admin, please read!
Admin, please read.
admin please read, from a long time erepr who comes on about once a month to check it out and still be disappointed.
My high Str only kept me in for soo long.
admin please wank me off