PO Shop Wish List (for multi-player servers)

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    I see many indicators in the game that the multi-player economy is eventually meant to be player-driven. I don't feel like this is viable right now for several reasons. I think that making player-owned shops work better is a very good place to start on making player-driven economics feasible, and these are some of the suggestions for fixes and improvements that I have collected, starting with the most fundamental issues that seriously impair shops right now, and going on to things "which would be nice to see".

    My intent is to open a productive dialog about problems and requests for shops, so if you have additional suggestions or thoughts about improving the function of shops, please share them.

    Thank you!

    Foreword:
    It is understood that the game is "still in Alpha" (and what would be the point of any suggestion such as this if it were not?), and that it being written in script rather than code conveys certain restraints on features, additional to those already imposed by code itself.

    Some Assumptions:
    1. A primarily player-driven economy is desired on most multiplayer servers.
    2. Functioning player-owned shops are a first-step in establishing player-driven economics, being centers for exchange of goods and credits.
    3. Some players do not actually enjoy crafting and would prefer to increase wealth through bounty-hunting ("pirate farming"), mining, or trade and should be allowed to succeed at the game without crafting.
    4. Admins on multiplayer servers don't actually enjoy manually re-stocking key items and credits at the spawn shop regularly, and expecting them to do so is not a sustainable solution to multiplayer economics.
    Wish List:
    1. Please fix buy/sell prices to stay different when set different. Currently the sell price will reset to equal whatever the buy price is. Right now if I set my shop to buy cores at c50 and sell them at c150, after a time the shop is automatically changing to buy AND sell cores for c50. This needs to be fixed before players can effectively supply goods without giving away their profits.
    2. Please fix all shop permissions to stay as set. Currently at least some settings ("No Enemies") automatically reset to "ALL" after a short time.
    3. Please modify shops to display both the Buy AND Sell price in the shop window when shopping so customers can see the difference. Currently they have to sell an item at a player shop to confirm that the Sell price equals the Buy price (they automatically match in time, but sometimes this takes a while, and if that is ever fixed this will be absolutely necessary).
    4. Please allow shop owners to turn on/off trade of certain items and categories of items (i.e. "Flora" or "Decoration" or "Hulls:White:Crystal") with a simple check box or something similarly straightforward. OR allow them to set the volume they are willing to stock of an item, including zero. This would let shop owners quickly and easily prevent shoppers from dumping junk on them at high prices without forcing them to spend hours to protect the shop's funding by adjusting the price of every non-traded and undesired item to zero.
    5. There probably should be a source of credit creation besides the finite amount initially available in shops plus whatever a server admin manually pumps into the economy. In Eve flying missions creates credits out of nothing, there is no such function in Starmade.
    6. The credit-banking issue could be resolved by allowing shop accounts. Let owners give specific players accounts at their shop, basically an additional, private iteration of the shop which that player can access as holder, in addition to the shop owner's shop, which an account-holding player can only access as a shopper. Credit storage for account-holders could be limited. Holder block storage could be limited, could expand with shop expansion (see #7 below) or not, or be controlled by the shop owner, or represent a percentage of the shop owner's overall capacity for balance. Allowing shops to act like banks and offer accounts could dovetail nicely with #5, above, if organized to reflect the real world so that credits are created as some function of deposits in shop accounts (of course in this case, limits on the frequency and size of deposits of deposits and withdrawals would be of key importance), but such an economic system might be too complex for a simple game of pew pew. Either way – some servers have already scripted in banks for players because it clearly helps, so at least allowing players to hold accounts with player-owned shops might be a good idea and at the very least it would increase the importance of shops and the frequency at which players trade at player-owned shops. Accounts would also extend the usefulness of owning a safe shop at a home base to the whole faction, removing one of the many little incentives for the 1-man factions that abound on every server.
    7. It might help to allow owners to "invest" in their shops to scale up capacity. I understand there are variable sizes in the code at play here, but this is an important issue and not one that would impact combat, mining, building, etc – instances of shop-related variables are limited to shopping. Players often run around in million-block ships and larger. The economy can never dream of hoping to support the actual in-game economy as long as player-owned shops are limited to inventory sizes that don't even facilitate someone spawning a blueprint for a 10,000-mass ship. In two hours of quality mining a shop-owner can exceed capacity in several key items like power generators. It would be nice if owners could pay credits to expand capacity. Start the shop off at 10,000 units/item capacity and allow the owner to increase capacity by 10,000 units/item for every million credits they invest in the shop (non-refundable). Then big mining corporations could actually field a shop trading millions of hull blocks if its important enough to them to invest several hundred million credits in developing their trade capacity. It should go without saying since this entire thread is merely a suggestion, but obviously the figures I'm using for example aren't meant to be hard-fast restrictive target figures. Merely examples. There may be more practical increments.
    8. Reducing the capacity and frequency of NPC shops might help improve player-driven economies. I know this may sound counter-intuitive because on most servers I visit players are constantly struggling to find resources at the shops as it is. But even with 10-20 NPC shops per star system (which feels crazy excessive, BTW) the supplies of key components in a region are quickly depleted by even a handful of active players in that region. The capacity and number of shops could both be doubled and all that would do is delay the inevitable because components aren't being generated fast enough to replace what is consumed in multi-player. Meanwhile, experienced players extend their NPC trading into trans-galactic space when necessary, and the resource-depletion in the core of the spawn galaxy primarily hurts new players. The whole multi-player economy seems to be unsustainable unless manually propped up by server admins. Reducing the number and capacity of NPC shops would force even experienced players to mostly terminate their unsustainable reliance on them at the earliest opportunity, and to craft their own materials instead, which would inevitably result in surpluses of certain components which could then be traded off (once you've mined for a while and are at the factory, the difference between crafting 5,000 generators or 500,000 is only a couple of minutes in which you can even be doing other things). Long term outlook could then be to see most factions creating a surplus of key components that increase supply in the galactic core rather than depleting it and moving on like locusts. Of course this would benefit from higher capacity/volume for player shops, or at least the option to improve capacity/volume over time.
     
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    Please fix buy/sell prices to stay different when set different
    Yes, that's absolutely needed, all these atrocious, easy to fix bugs should be done soon.
    Please fix all shop permissions to stay as set
    Same as what I said before.
    Please modify shops to display both the Buy AND Sell price in the shop window when shopping so customers can see the difference.
    Definitely needs to be here.
    Please allow shop owners to turn on/off trade of certain items and categories of items
    Yes yes yes.
    There probably should be a source of credit creation besides the finite amount initially available in shops plus whatever a server admin manually pumps into the economy
    That's generally being thought on right now. Missions are planned, but as of yet, the money is pumped in through selling junk items like rocks, magma and other things to shops. As of default, 10,000,000 is generated every 10 minutes IIRC.
    The credit-banking issue could be resolved by allowing shop accounts.
    Interesting; I think on hand credits should be capped at a certain amount and then a station can hold money in a shop the same way you said. Maybe some bank robbery mechanics to add some flavour, but nothing that would be intrusive or make people rage.
    It might help to allow owners to "invest" in their shops to scale up capacity.
    Yes, though not in the way you described; shops should be able to get connected to storage blocks; once/if the "cargo update"(which limits stacks/slots) comes, it will nicely scale with shop inventory.
    Reducing the capacity and frequency of NPC shops might help improve player-driven economies.
    So much yes; every single game with a serious player economy knows this too- NPC shops usually only stock essentials to help rather than anything else. If Starmade is not going to limit NPC shops, they should at least be made infrequent in online.

    +1 thank you for this post.
     
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    Yes, though not in the way you described; shops should be able to get connected to storage blocks; once/if the "cargo update"(which limits stacks/slots) comes, it will nicely scale with shop inventory.
    Linked cargo blocks to scale storage capacity is something I would like to see as well. In fact I did a big post on that several weeks back. It ties into so many things though, I just wanted to keep this straightforward and not propose an overhaul of the entire trade & cargo system all in one go. Although it kinda needs it :-/

    Glad you liked my thoughts - thank you.

    I, too, believe that the actual bugs should be fairly easy to fix - I can only assume that their priority is just very low since it hasn't happened yet or there may be problems with them that simply aren't obvious on the surface.
     
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    I don't bother setting up shops specifically because it takes so long to set the options and prices. I would really like to see that addressed.

    I also think it would be interesting if NPC shops could be destroyed like stations. If a player really wants to be a trader, really wants to take over a System, then blow up the NPC competition. Maybe have 1 indestructible shop every couple of Systems, but it would be much more convenient to visit a player shop and, thus, stay near other players.

    I think that a good way to generate credits for an economy is to make a 'trade good' that is created at factories. These items are only for selling to shops, and shops stock/restock/run out of these goods at a much faster rate than other items, and then the shops can restock their credits when they have a caravan clear out the trade goods.
     
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    I don't bother setting up shops specifically because it takes so long to set the options and prices. I would really like to see that addressed.
    I've yet to see any official acknowledgement of the core shop issues (broken permissions, inability to set different buy/sell prices, and either starting all prices at zero or implementing some simple way for owners to entirely deny trade of select items/categories - something to eliminate the 1-2hour process of changing all prices to zero at any new shop).

    If we could get even the basics fixed, I think it would really open up the entire player economy. Enabling some way to expand shop capacity & create credits would be the next most valuable changes to crafting/trade, but until the shop bugs are fixed there IS no P2P trade for the most part, except by negotiation over chat for this or that little thing.
     
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    It's a shame too, because without working shops, mining, refining, manufacturing, trading, and building ships for sale all fail to provide viable gameplay. Right now the only viable career that doesn't basically require to conduct your own complete - mostly closed - economy within your faction is "pirate hunter."

    So there are pirate farmers and pirate farmer guilds, and other players and guilds who conduct every aspect of the economy themselves but have little to no motivation to interact with other players.

    Sorry, would-be miners, industrialists, merchants, traders and shipbuilders. Learn to enjoy farming AI pirates or play a different game :)