Jump to content

Dubayoo

Members
  • Posts

    1105
  • Joined

  • Last visited

Everything posted by Dubayoo

  1. They already do that from levying taxes on their alliances and using alliance banks on the market. Also, you don't have to be a whale to do this. Whales usually have 3000-3500+ infra, but having between 2000-2500 infra is good enough.
  2. 1) That considers only immediate short-term flipping here which ignores how market moves happen from large buyers and sellers transacting the market all at once. It also ignores larger posts beyond the margin itself which aim to profit over the long-term such as a week or two instead of right away. 2) That ignores where benefit itself comes from which is demand for product. When product is demanded more, prices rise. When prices rise, cash becomes more precious which means people aren't as willing to use it to flip. Instead, they use it to build cities, infrastructure, and improvements or lend to smaller players to do the same for a greater rate of return. 3) That ignores how quickly market offers get replaced when major players try to arbitrage it by clearing all offers and placing new ones. Just because players aren't posting right now doesn't mean they aren't paying attention. If anything, arbitragers often get screwed because of the abundance of players who have supply and remember where prices were before. Low resource prices kill newcomers who are entering the game since they can't sell effectively. It consolidates power among the status quo which stagnates activity. If anything, this just means supply increases higher and higher for no good reason. I also strong disagree with manufacturing's value since pollution is devastating from hospital and recycling center limits. You're better off going all out commerce with one manufacturing and one natural resource line.
  3. Not quite. When margin goes down, product value increases and cash value decreases. Literally, you can't use cash as much to flip product. This usually means the price of product should go up since more cash is chasing fewer goods... ...but in our market, prices are going down. That suggests a massive amount of overproduction and savings which isn't being used.
  4. The point was if more people are flipping goods, then more people have goods to spare to flip. The amount of goods hasn't decreased tremendously, so it's not like we're talking about equality in the marketplace here. It's just more people have reached the critical level of saved resources to compete in flipping. Those savings could be used instead of flipped.
  5. Really not sure how you're coming to that conclusion. In real life, escalation settles due to internal concerns. You have democratic peace, war exhaustion, and generational change. Those problems don't exist in FA in PnW. Whales should be racing to recruit competent people to join their alliances before crushing the opposition. There's always multiple sides at stake. It's like after WW2, the Allies split between East versus West.
  6. What I realize is there are other ways to spend resources aside from directly fighting. You can assign bankrolls to people in appropriate score ranges so they can deal the damage that needs to be done. This is why I said long ago that there needs to be more proxy wars in the game. Instead of major alliances fighting directly, they should sponsor mid-tier alliances to fight for them. The goal should be influence among mid-tier alliances in order to find the most proficient players and promote them to upper-tier alliances. Eventually, enough players will be promoted, and a clash of the titans can happen.
  7. That's exactly the problem. If more people are competing, that means less people are using the resources they have. We have to remember that PnW isn't real life. It's a game of conflict. The conditions that apply for a real life healthy market are the opposite of what we want here. It's not like we're playing Sim City or Civilization here. PnW gives no value to a thriving civilian economy during peacetime.
  8. Not sure I ever complained about prices being too high. If anything, high prices are good to help newcomers sell their products to get off the ground.
  9. That's plenty. It's just a shame more people didn't follow your lead.
  10. That's pretty much what I'm saying, yea. The preceding war left a lot of resources on the table to spend since there wasn't much incentive to spend them. There should be some follow-up conflict to take advantage of the opportunity at hand.
  11. Not really sure what you're saying there. What I'm saying is TKR should have been treated like an old dynasty in China where after it collapsed, there would be factions vying for control to replace it. Everyone doesn't know each other's savings, and no, the factions aren't perfectly balanced, but there's still some rivalry at stake.
  12. To be fair, I kind of agree since TKR's side didn't have much left to destroy. The point was TKR versus the world wasn't the best way to establish a long enough war worth fighting.
  13. Every category of resource on the market has incredibly slim margins which suggests alliances have massive stockpiles banked up that aren't used. Combined with the new war mechanics that don't hurt infrastructure as much from getting beiged, there seems to be a lot more saving than what's necessary. I remember before I came out of VM that margins were in the 100s. Now, they're rarely even 100. Also, prices are incredibly low for manufactured goods. Typically, people are selling raws at low prices to accumulate cash. If manufactured goods are sold low for cash, that suggests warchests weren't spent enough since so much is left over to sell. The exception atm seems to be lead, but then you look at the munitions market and it's just wtf?
  14. Perhaps, but it's not very realistic. If people have the infrastructure to support expansion, they should be able to use it. It makes sense for natural resource extraction since there's only so many natural resources in a location. It also makes sense for military buildings due to the limits of command and control... ...but civil services are a normal part of urban sprawl and urban planning.
  15. If you go commerce/manufacturing, you can't build enough hospitals and recycling centers to contain pollution and disease. The existing cap seems rather arbitrary.
  16. Shouldn't you be paying people for their ideas instead of them paying you? Seems backwards.
  17. Fair enough. Good point. Thanks for the update.
  18. Not sure I agree since nations can only rebuild their forces so fast. Even with a poor WC, they couldn't spend it as quickly as they'd want to. Loot is secondary though. You only go for it if they have a ton. The topic's about a blitz, not a prolonged campaign. There are different ways to engage. We're talking about the rapid defeat of the enemy forces, and yes, you beige to destroy infra. Lower infra means lower population means lower force caps which is especially important for airplanes. You can keep one attacker on a target to prevent rebuilding, but you want to destroy that infra ASAP.
  19. Wait... ...you're protected by Polaris? Who thought that was a good idea?
  20. When you're a pirate, it makes sense to naval attack since you're farming inactives... ...but in a proper blitz, your goal is to defeat the enemy as fast as possible while they're active. You can't get away with naval strikes since they'll airstrike your fleet and rebuild their own. "My ship is ready" doesn't work against that.
  21. Yes, you said it depends. I said there's only one exception. Saying it depends suggests there's a much wider range of opportunities. All spectrums of gray are not equal.
  22. What? GC/AS always comes first since planes can hit everything, but everything can't hit planes. The only exception is if you spied a target with a huge warchest and want to loot it.
  23. Bo sounds like code for brainwashed organization.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use and the Guidelines of the game and community.