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So, what is abuse?

Started by Deiloche · 23/02/2010 · 03:21 AM · 142 replies · 1 read
D DeilocheOP
There has been a lot of controversy caused lately by MK`s use of the UW function. Much of this has been saying that this is abuse of the UW function. This brings up the question of what "is" abuse. Several things that COULD be argued as abuse:

A-Buying out the food market by going far over the limit and simply burning food
B-Buying out any market and burning resources
C-Buying out a market when resetting just to burn your credits and similarly impact the market
D-Hoarding/buying up minerals to prevent opposition from having the minerals to fight a UW, or fight at all
E-Buying a huge number of resources not because you need them but because you can and have nothing else to do
F-Holding on to a UW well past it`s natural expiry time and not due to inactivity


NONE of this is currently labeled abuse. Of them all, I consider A to be by far the worst, and yet it is the most acceptable. I guess not everybody plays tax empires that have to VM for six months of a paid because their empire cannot play, not because there isn`t enough agriculture production but because empires artificially inflate the market price to screw taxers. Specifically virals. :P

So, here`s the question: What do the masses think is abuse?

Notes from my end:
-For F, I hope to ask Stephen whether or not this is meant to be a part of the game. If it`s not, then we need to make publicly visible rules stating that it isn`t, adding constraints and potential fallout.
-I am working on a proposal to stop A entirely, and to limit E (which only affects RT).
-D is completely legitimate and frankly there`s absolutely no way to stop it.
-B is a set containing A, so my plans for A include B.
-C cannot really be stopped, though it would be faced with the same restrictions as B.
R Ragnarok
Yes I would agree that agri empires would get filthy rich (although, I`d argue that they`re already that way anyways if food is already at over 15 per unit on a consistent basis).

However, unless you increase the number from 15 to 20 or 25 (making tax virals filthy rich), or find a way to get more people to go agri (doubtful given the tiny pool of players), I`m not sure how you`ll fix the problem. Price caps are only a temporary fix if you`re dealing with fundamental problems of supply and demand. Instead of massively overpriced food, you`ll end up with NO FOOD AT ALL.

It ALSO won`t fix the problem of people purposely "burning food" to kill taxers. If you install price caps, it just makes it easier for the food market to be exactly like the CG market or the mineral market. If you have massive money, you can just as easily deprive the market of food all together for an extended period of time, and price caps only end up making it CHEAPER TO DEPRIVE THE MARKET OF RESOURCES.

I`m sorry, but either tax viral food consumption rates must either be fundamentally lowered or nothing can be done except bring in new outside players and get em hooked on space crack. If you wana be tax viral, there is still far too much supply on fast server.
L Loof
make every agri empire filthy rich till next uw, in what way can that suggestion ever be good Ragnarok? lol

And arch the good thing about turnbased is that resources matter, turns cash everything, don`t think turnbased players would agree that income for everyone should be buffed !
L LordaeroN
"Another idea is to limit food buying to 3 billion per 48 hour period."

Ok,I`m sorry about the caps but:

ARE YOU INSANE ?!?! lol

I eat that in like 600 turns on RT,if not even less. That`ll hurt fatsos like me a lot lol. Maybe doable for TB servers,as I doubt there`s a taxer out there who could eat that much in a 48 hour period,but it`s madness for RT taxers.
R Ragnarok
Well, the temporary boost idea is fairly easy for stephen. We already know he can give boosts across all servers to certain things.

At the very least, if you give a 24 hour 2000% boost to food income on all servers, I`m sure THAT would solve food issues for a LONG time. Of course I can already hear the nay sayers complaining about this overly drastic idea. =P

Another idea is to limit food buying to 3 billion per 48 hour period.
A ArchAng3l
Also i think that the limitation on turnbase should only be in turns, not in other aspect.

so i think it will be good to give a boost in income across all race in turnbase.. (guess this need stephen coding)

this is to let empire be able to fight more frequently without income hindering their ability to build. They will only be limit in their turns, not resources. I think this will get more player to come out to fight in turnbase. Hopefully all this will attract more player to join turnbase ultimately.
A ArchAng3l
as u can see now, cap mineral at 1000, cgs at 4 = dry market.. at least on rt..

i think on turnbase which have cgs and mineral, it`s mainly people do not buy them out.. they really only buy what they need to fight day to day..

ultimately i think it`s up to the players on the ground to have some ethical in what they do. Jus like what SD have said, we should have a ethical guideline. not really more rule since it will restrict gameplay and strategy..


Maybe closing down some turnbase server will be an option too.. The gap between turnbase and RT is getting wider due to the lack of player. It`s harder to find a balance of changing stuff which will benefit the whole of gc. Things that turnbase need might not apply to RT.


If we could govern RT and turnbase separately, this is what i think could work.
Bring in blackmarket for all those resources that have dry out on turnbase. Make the price of the blackmarket be only 10% higher than the normal cap.
For example mineral on blackmarket will cost 1100. Those who are producing mineral will not be affected by it since they sell at 1000.
We could also have food blackmarket on turnbase. If the price of food is higher than 20 for two week in a row, there will be blackmarket of food at 13each for 3days so that those tax empire can survive.

With ample resources in the market, we can hope that turnbase will be more active. The downside of blackmarket is that player will spend all their income buying up those resources. This will not contribute to more activeness in turnbase since they will be in dp or not fighting most of the time to earn money and hoarding resources.
To prevent that, make it a rule that players are not allow to buy from blackmarket as long as they have enough resources to go through their day to day activity. For example, players are allow to buy blackmarket mineral if they have 50k of that mineral..
A Apoapsis
ArchAng3l: I can`t understand anything you just said. can you simplify your point?
D DeilocheOP
No, capping food at 15 is not going to be a very big issue. It`s much like capping goods at 4. It`s forcing food to stay inside profitability realms. I DO have other suggestions that while they wouldn`t cap the food market, they WOULD at the least prevent food from being burned by anybody that doesn`t produce it (and there they would only be able to produce what they make).
A ArchAng3l
i think the short term solution is having black market for food..

for once or twice a week, admin posting food at price of 15 per food..
G grantweep
though this is slightly off-topic, I agree with deil complete about his point on commerce. Commerce is why normal has a sick market
A ArchAng3l
wonder if ppl know that capping the food market will potentially affect the income of agri terran, collective, maru, viral...

i don know if it`s fair to affect so many race of agri income with the problem tax viral is facing.. as i said earlier, viral have 3 income type to choose from. Each with it`s own risk and reward. Choosing to be tax viral means accepting the risk of high food price affecting the income.

Agri empire also have their risk too. I think a lot of you will remember instances where they is so many food producer that food price is push to below 4... there is alot of food being returns to them and wasted when their food is not sold. Agri empire accepted the downside too.

i feel that regulating the food market will cause a more serious lack of food...

Assumption 1: There is a shortage of food producer.

Short term:
Tax viral able to affort the food and hence buy the already shortage of food.

Long term:
Serious shortage of food since everyone can afford the food. This can be proven by the dry mineral market. High demand, low supply.

Assumption 2: Food producer are deliberating selling food at high price

Short term:
Tax viral able to afford the food

Long term:
Food producer restarting since there is a cap on their agri income and they no longer hold the advantage of controlling food market. Result in lower supply and potentially costing shortage of food again.

That`s why the direct approach of capping the market might not help.
D Deiloche
I`d rather remove commerce entirely. I`m not at ALL in favour of an income stream that lets you completely ignore the market, not to mention the botting implications of it. Of course, I won`t get my way there.
P {PaxRomana}
Well I have no idea... I just throw out random thoughts without thinking them through.
I ImaVirusOhNoz
it is pax but how do you go about doing it >.> i try and get people to play all the time they see the numbers on the ships and run away O.O
P {PaxRomana}
Is nott the solution, just get more people playing?
K Kraven
that is alot of coding rag. I think that if we are talking about actually doing something, it needs to be extremely simple for stephen to do.
R Ragnarok
Or maybe we could trigger temporary server specific race boosts whenever prices get too high for too long like i suggested.
L Loof
its about time commercial got buffed for terrans maybe
A Aacra
4-16 dandy :)
D DeilocheOP
I agree with 17, though 16 would be slightly more fair. Allowing for a minimal amount of tax viral profit at the top side. On the bottom side, I`d think 3 or 4. For terrans, comm = agri at roughly 3.22 (though it depends on what planets you are using, obviously. c1s < c2s < c3s... and fertiles are a whole new ball game, but then so are larges. Actually, when comparing strictly fertile land to large land but modifying fertile land by it`s agriculture bonus, comm gains an advantage over agri in u.planets.)
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