[Series] Visiting eRepublik Labs [Part 06]
Master_rg
you are reading a part of my series of articles about my trip to eRepublik Labs from 07th to 10th dec. In order to make it more easier for you to get in touch with every topic, this table of contents can be found on top of every article. It will directly link to the specific topic you click on.
Table of contents
1. Preamble and some rules
2. Clarification about some used terms
3. How did it come to that visit
4. What happened during the days
4.1 Wednesday
4.2 Thursday
4.3 Friday
5. Problems eRepublik is currently facing
5.1 Community
5.2 Economy
5.3 Military
5.4 Politics
5.5 Newspapers
6. Some quotes of players which appear regularly
7. Conclusion
#5 - Problems eRepublik is currently facing
I think it should be clear that you could fill like hundreds of pages by talking about the problems eRepublik is currently facing. I would like to give you a basic list of things I have identified before and during my visit. Again: It’s not a complete list but feel free to leave some comments about this topic. It’s important to actively speak about those issues in order to get a better overview of the overall situation.
Last but not least I will collect all of your comments in order to create a solid foundation for a discussion platform about the future of eRepublik I am currently planning.
5.2 Economy
Aww yeah, I knew you were waiting for this topic. But, to be honest: You won’t find an answer about the current problem of the economy here, it is just a list of ideas which could fight the current situation.
Please also ask yourself: Is the current system really broken? I have asked myself the question multiple times and I can’t really give you an answer. The food market is a good example for that: People focussed on weapon production, during the latest event a lot of players got a relatively huge amount of energy available and all out of sudden: Food prices increase due to the higher demand.
On the other hand you could say: No, the economy still doesn’t really work as the latest event just fought the symptoms of it by increasing the overall demand which can’t be carried by the production.
Is a removal of the possibility to work as a manager the right decision? Should it be easier for new players to enter the economy module - and is the economy module a part of the game every player should try to play around with?
I will try to show you some of my very basic ideas which need a lot of tuning and fine-tuning - again: There isn’t an easy solution.
Add different production lines / Removal of simple Raw Material -> Item production
- The current system is relatively easy - and maybe too easy
- Maybe think of production lines where you need to: 1. Get Raw Materials, 2. Transform them into a basic first item/part, 3. Put those parts together in order to get a real item in the end
Skill based productions
- Maybe add a skilling system for high quality items
- BUT: This may excludes new players from this module
- BUT: Do new players need access to this complex part of the game?
Make items dependent of each other
- If you want to include new players, they need to have the possibility to maintain companies with at least some profit
- Maybe make it required to use low quality items in order to create high quality ones
- This is also in a quite deep connection to the production lines
Give players the chance to get a company more easily
- Spending thousands of gold for a Q7 factory isn’t really worth it
- Maybe create one factory and buy more “machines” which make it possible to create more end-products
- New players will get a chance to directly start with a more or less profitable production
- BUT: Low quality weapons will continue to stay unprofitable
Temporarily increase the usage of items
- The current situation at the food and housing market is a good example
- The demand increases and so does the price
- BUT: It only fights the symptoms
- BUT: New players may may not be able to afford those items
Add a weekly challenge or leaderboards for the economy module
- Right now it feels like only the military module gets rewards
- Add a rewarding system for the economy module
- Think of: Who was the most productive player? Who created the highest amount of profit? Who had the most employees working?
- BUT: Be aware of possible abuse when people may just start to buy stuff from each other
Somehow deal with organizations
- All active organizations together own more than 130.840.731 currency and 208.767 gold
- Some of them can easily control the whole monetary market and even the whole item market
- The 10g transfer limit handicaps normal players whereas owners of organizations are able to live a quite luxury life
- The allocation of organizations in countries is unfair as every country has a different amount of orgs available
- We need to find a way to balance the system together with normal players
- BUT: Overpowered influence on the market could also exist if you only got a hand full of rich players
- There isn’t a real solution as e.g. the removal of organizations in connection with unlimited gold transfer just shifts the problem into another area of the game
So, once again dear reader, what are your ideas and opinions? Let's talk!
🙂
(Attention: Due to christmas and in order to have good discussions, the next article will be released on 27th dec.)
Comments
Ecowhat ? 😃
EXCONMOMNY GIB CAPATIIN ALECTIONS BACK FIXES ECANOMY AUTOMATICLLAY PLUTON LOL
NAO111
There are thousands suggestions... but i dont think its worth the time... im sorry Master i think you are trying to do something great... but look at all the people who tried before you... look at the thousands, hundreds of thousands suggestions made by players... even other clones of erepublik have better economy because those games dont run on the "more energy for the visas" business...
There is a need of a very deep and complex change on economy, a change that most people might be unhappy with it but be good in long term.
Something I always thought is: Make low quality weaps more relevant. For example, allow D1 to only use Q1 and Q2, D2 to use Q1, Q2, Q3 and Q4, D3 to use from Q1 to Q6 and D4 to use any quality they wish. There is a problem with overproduction in Q7 at the moment and this will worsen it, but I think it could be beneficial averall since lower qualitites will be more relevant and therefore new players will be able to play a bit because low quality factories are cheaper.
If u really want a more realistic and complicated economy u need to remove WAM, but at this stage this would "kill" a lot of people. Maybe creating a period were u are given some money if u want to dismount your companies before it's actually implemeted?
Regarding low quality weapons and the overproduction of Q7 weapons:
The real question is: Should everybody be able to afford high quality weapons? I mean: They are "high quality", they do a lot of damage so in theory they should be expensive as fuck and only used in certain important situations (which also brings some kind of strategy back into the game).
For me it's comparable to the q1 aircraft stuff right now: For me they are quite expensive and I only use them in really important battles.
They should not but this is how the supply is at the moment. If we reduce the demand (constraining usage in lower divs) the price will go down even more, making the overproduction problem even worse.
Removing the WAM is the better way of reducing this issue.
I wouldn't say the the removal of WAM is the best way to deal with this situation as it would really handicap new players.
But: Maybe a combination of both would be interesting. Like: You can create low quality weapons with WAM but for high quality you need employees.
In combination with the idea of "items are dependent of each other" (like you need e.g. Q1 weapons to create Q2 weapons) this could be an interesting thing as it would involve all aspects.
How is WAM harming new players?
Without WAM your own business skills (real ones, not ingame points) matter more. WAM is a comparative advantage for those who have been playing more time since they don't have any constrain on their production. They have just been pilling up all the companies they wanted with all the gold they have been earning without doing anything.
Cannot fix something that doesn't exist 🙂
But seriously:
1) Skill system: make any kind of labor be needed. Like in RL, there are high quality specialists who do one particular task really good, then there is relatively low cost labor that can do basically any low cost task. This will be both good for new players, as they start with something, and get to choose something(game inside of a game?), and for managers who can choose for skilled player who can be more efficient to do one task, but get more low cost workers, but both have to be required to complete the whole cycle of production.
2) Resources. this will sounds retarded but: one more resource shuffle is needed, but also with the change to how countries bonuses are made, I am not sure how exactly it can be done or how it should look but countries shouldn't be able to choose what they want and a simple AS to some Canada/India/etcwhateva shouldn't be enough, for example you will have to set up some kind of ship route(which will cost moneys to maintain). Or just generally routes between regions just to connect resources. Also USA with 51(?) regions, I understand USA is weak as hell, and idk what mastermind thought about that, but that clearly doesn't work.
3) Empires. I think this module has to have a rework too, both military and economy related. Country that gets Empire status should be able to influence occupied countries(not that much, but hmm, increase the tax a bit, mb 3-5% max), but also regions that are RWed shouldn't provide bonuses while the war is going on. Also occupied countries should get some kind of special RW bonus.
4) I am not a manager myself, so I don't think I can add that much more, but mb the resources or resource regions themselves shouldn't be unlimited(as basically they are right now), for example one food region of certain rarity can give only X amounts of raw materials, this way these holdings will have to be splited in different locations and not only with high bonus concentration.
There actually were specialzed working-skills during V2 and everyone was raging about it I think. And in the end people who invested time in them got tricked cause after some time the skill was just removed and the best move would have been to not train your working skill at all but to just max strength. I am not saying it is bad, but it already was done and did not receive much positive feedback.
because they try to simply stuff, but they got to the point of oversimplification, which is not good too
When you lose money to create and sell stuff, yes the economy is clearly not working.
Production bonus should be applied only on raw materials.
Maybe create industrial/technology bonus(es) to produce goods from it (or not).
Remove orgs or change the functioning (make it possible commune system,...etc).
+The lack of Economic War possibility reinforce the fact that a country can accumulate money which will not lost value.
"When you lose money to create and sell stuff, yes the economy is clearly not working."
Question: Is the economy not working or are the people just too stupid? I mean.. I am only producing stuff in certain situations right now but some people are just selling their stuff below profit and I dunno why to be honest.
Shouldn't the user himself do some calculations on his own before starting or running a business?
If they have multi accounts working for them as slaves they will only pay for the ray material so whatever the price they sell since it's higher than they pay on raw material is profit.
Like in every online game, cheaters destroy the economy.
1/ cause Q are unbalanced
2/ cause of working system
3/ cause of bonuses on goods
4/ cause of gold buyers
...
@GarroshBr in that case they would be better of by having their multies working at market salary (for someone else) and then collecting the money. Producing and selling below market costs price is not a wise decision. They could have been selling the inputs for example.
The problem is that a lot of people either don't want and don't have time to do the maths (I got some housing companies stopped because I can't bother to calculate the salaries I can pay every day) or just don't know how to do them.
Remove companies
Having fist fights only?
No, Plato can sell everything.
For fuckin sake. I wrote comments two times and i get that ''.C..FR Attack dectected'' Fuckin fuck.
I don't even rememebr what i said.
-Limits on 10 gold donation, an ancient rule still in place when eveythign else cost more and more.
With the large influx of currency and gold in past years those ancient rules have to be changed. What can you do with 10 gold? Nothing. You can earn 10000cc a day with overtime and yet change only 4000. YOu can buy wep and food and still you'll have a surplus. In a month you'll have currency with nowhere to be spent. You can buy a pack maybe. Or donate it for CO.
-Limits of selling companies is stupid. When it was set it had it's reasons but now it really doesn't serve a purpose. There are countless companies for sale at MANDATORY MINIMUM prices. Talk about FREE world and free economy.
-Limits on endorsing. FFS inflation again. What is 25cc? or worse 5? Why not endorse with 100,200 now when players earn 10000 a day. That could stimulate some writers to actually write smth.
There is 10% of people who produce and sell and make something out of it. Most players buy currency or fight for CO, TP and other medals. I'm not saying economy should be easier but what's the point in making Q3 Weapon if you can earn a lot lot more with TP medals.
Really it's not hard to fix the economy. The question is do they want it.
When you want something and have unlimited power you can achieve it.
It's not like they didn0't have time to think about it. It's not like we're talking about this since yesterday. So either they don't see the problems (awesome workers who don't see what is wrong with their products should be fired IMO) or they don't want to change it (which we're all guessing why).
I really appreciate your effort Master, but our words are breaking in the wind. We wrote thousands of times, jeez my grandma knows eRepublik sucks multiple times by now. Nothing ever happens. They don't listen. You should write to them not to us. But hey we tried that already. We wrote to Bonte himself. All we got is promises. In order to change our eRepublik economy they should change their market approach first.
Every issues starts with admins and their will/knowledge/desire to make a good game, sustainable for them and for us with fun and pleasure.
We can talk about military, economy, whatever but all those seperate issues begin with their random updates and stupid choices nobody ever undersdtands. Ok maybe they do whave reasons, but they are not explained or they are explained poorly. Even if something is good now in 3 months it can suck. Work changes, economy too. Everything driven with human interaction is likely to change over time.
I sound like a parrot and i hate myself for even trying every bloody time. I loose time for nothing. I'm pissing in the wind and talking to myself. But i can't help it. I want the game where i spent 8 years and where i lost countless hours to be a place of fun and joy and not a place where i loose nerves. We used to loose nerves for loosing battles and now we don't care anymore. All we care is wether admins moved newspapers above the fight button.
can you help me make 3000 cc a day? i don't really think majority of low div players make that. it is all about d4 anyways
3000 cc a day - every third day you get an SS medal (5 gold), every day you can wokr overtime and earn 400+ CC with one house. If you watch closely you can get CO, if not you can earn TP. If not that you can hunt FF medals, FF medals, BH medals, Mercenary medals.....
When it comes tgo lower div players, most of them strill playing own a Infatry kit and can easily get multiple BHs a day. For instanc ein D1 you can earn 2 BHs with 20mill dmng. That's 4000cc (minus wep and food). and you can earn many more than that. I'm talking about players with packs. Dunno if there is 10 players if lower divs without packs.
well 2 bhs is not 4k 4 gold makes 1.6k and you have expenses.. and i meant economically it is about the military module. Who is getting rich using the economic module? making 10k each day? as i have infantry kit overtime is out of question as well.
Q1-Q4 wrm and arm factories are currently totally pointless, because they consume the same amount of work per production slot, while producing less. If it were to make sense, those companies (and all the others too) should consume partial work tickets that depend on the company's base production.
Example:
Q5 rm base production - 250 units => 1 work ticket per slot (just like now)
Q3 rm base production - 125 units => 0.5 work tickets per slot
Why players without VisaCard should win something here??? That is Platon's question, and his answer is that: No I don't want anybody to made some gold or cc here. That's why we don't have economical modul.
Part 2 in Plato's issues are multi-accounts. There are a lot of incompetence or he want to tolerate some players for some interests(money of course)
That tolerance/incompetence submine economy module.
The end of game.
economy...
what a hard topic 😃
many things have to change... pointless q1-q6 weapon companies... why dont every quality of weapons have max firepower, but lower durability? That would be more suitable, and everybody could use any q of weapons...
work as manager is good, but it was better before that. work skill was a great thing. why don't we get it back?
Even if you leave work as manager, there has to be easier way to select how many companies you want to work in than all/none and click click click mode if you have lots of them...
Companies discount...
transparent one. for example 2x on year. 1.6. and 1.12. so everybody would know when they have to have gold gathered on one pile if they want to use it...
Gold per day is also a problem. .. i have more examples to write, but i don't have time 😛
Without proper ballance in the game there will not be better economy or anything else. There is disbalance bettween players to big that it can't be undone so the game must restart from the start and geve everibody each conditions to make there profiles on diferentmodules.
So many changes have been done tillnow and so many dmg to, that the game is doomed to die as it is right now, or proper cut must be done for all players to be equal in everithing and start from the begining.But that is not fair for the old players like me so i think that the game is doomed to die anieway.
BTW thumsup for trying to fix it.
your offers are everywhere on the markets. you must be making a lot of cc.
NO i just have lots of licences 😉
CSRF Attack detected 😃
Seriously is it really hard to keep last 5 tokens for each player? I mean it's practically impossible imo for a forgerer to find a 32 byte token.
* 32 byte hex token ( 16^32 )
I think we can not really talk about economy of the game when there are more computer controlled accounts than real one.
I know it takes resources hunting down those zombies, time that they could use to add new things in game instead, but I believe with implementing things like checking if the player behind is real with "what is on the picture" tasks before working can make the multi master's life harder, meanwhile it does not take that much reasources to implement.
Yes i know computer vision rocks today, but such security steps can still work against the beginner automation fans still.
When the first time rocket factories are arrived, I remember I was selling rocket packs! I was collecting cheap low quality weapons and then sell to a rich player. So as a new player, I was trading. Also, low quality company owners were happy because there was demand. Make the rocket production profitable. Now I know no one using it. This may stimulate the weapon market.
if they wanted a fixed economy, they wouldn't have messed up in the first place
the work skill was amazing, yet it was actually allowing players (clones were not worth investing it and were rendered useless - used only for political gains) to make profit out of owning companies so that was not good (self sustainability is the enemy of buying gold)
as if that was not enough, they cut down the monetary market and made it useless (except for the orgs...which are as shady as it gets in erepublik) by removing the exchange rates - that opened up a bit the coffers for Plato so it was good
they noticed that simplifying things works so they took it a step further and butchered the production with rapidly shifting product focus and later on allowing managers to work for themselves (with all their plenitude of adjacent accounts)
and it keeps going and going and going...
so if Plato really wanted users to make money out of companies and have a functional module, he would have kept his hands tied behind his back
It makes sense but organizations, no MM limit and no company sale price cap was used for money laundering during that time. So not sure if they had to make some countermeasures even though they were reluctant.
laundering is still happening to this date so I sincerely doubt that that was their intent
eco-what? I'm waiting for the military article to rant
There are many players who produce for themselves. This determines salaries and prices at a close-to-null-profit level (at the highest bonus situation of course, since most people produce at highest bonus). If there was a difference between production cost and selling price to make profit, people would stop buying from market and move to self-sufficiency, thus the difference would come to equal.
This is maybe not true for the high-level houses where the company cost is too high.