"Game basics: If you are not dumb like a nutbolt, your skill level is responsible for how much you sell. Time=Money in this case or the ability to invest points in bonus items from state auctions."
This is possibly the most hated part of the game for me... The skill level as far as I'm concerned is a money grab not a equal level playing field algorithm... This is due to the natural slowdown and points to speed it back up. However at some point growth by any logical definition all but stops, therefore requiring purchasing your skills, the new spend now to speed up display function they added shows this... My biggest gain is 604% with 1.4% increase a turn which sounds awesome, but it's only 8.45%/turn after spending money...
My slowest is production at 61 it's % is 1.9 (I spent points won a few months ago) its increase is only 20% if I spend more... Useless, right?
W/o the skill level players who want to pay the game as they would in real life would prob dominate or at least compete with the points payers. I would pay for Anna but afaik this crazy b.s. Still exists there, which it has no business being there...
"but whats sold in auctions??? Now much less AAAND for way overprice if there are any farms for sale. Since mines are basically just offered empty, and refueling a mine cost more than making a new one."
This is true, the reason being is the admins refuse to do anything with points control over virt $... Basically if Mike says 1 point is worth his entire accounts value in virts $ and everyone thinks that then that's what it's worth, the admins won't step in saying "no, points are worth x billions/millions". Two reasons why; one nothing in this game from points has a static point to virt cash exchange with the ip structure... Two they are literally too lazy to fix it to enforce it as well...
Case and point my mines and farms on lien are way over priced under assets for the most part... It seems they just copy pasted Mary for lien... The equipment/products asset structure in most if not all divisions are based on ip and not what you paid for... At which time makes this no longer a simulator but "just a game". In real life if you buy equipment and produce stuff cheaper than usual or lower than market value and have to sell the whole damn business, any extra beyond what you paid is profit...
How the game works:
You pay $5,000,000 for $10,000,000, game puts your assets at $10,000,000.
You sell for 8,000,000 making it look like you lose 2,000,000.
How the real world works:
You pay $5,000,000 for $10,000,000, you have to put your assets at $5,000,000.
You sell for 8,000,000 making 3,000,000 profit. Doing what the game does is illegal in many parts of the world which would legally give you a one way ticket to jail if caught...
Best and easy example for the game is grain... Need a hyperinflated warehouse or factory that can hold grain? Just buy x number of units and you're golden, literally...
Here an example: I make grain (that I already bought with points... like almost anyone else)."
Um why not soy? Let's you produce better junk lol.
"So the level or margin has been set min 10 times higher. And there is no way any lower budget player can stop paying $ to virtonomics and actually really just play for free.... after years of time invested in building this economy."
This is why I support removal of independent suppliers for in-game point property purchases based on virt cash (read topic in suggestions). If every player has 3 or more farms (q1 tech whatever) making grain on any realm we'd be flooded with grain and with greater quality than 1 as well...
"So now no longer Time = Money just Money = Money. Better for you and a handfull others and yes not to forget the oligarchs ;) My plan was to go with as little as possible on money as far as possible. For some people asset level is a way to have gone far, or success level (9).... , or skill levels ... or beeing mayor of 9 cities and 3 regions could be considered that too, and yes this did not come for free. But I guess there is noone on all servers that paid less $ to get there, could be considered success, of course for virtonomics I am probably the worst customer ever. Didnt pay 100s and still be loud.
Good tactic to get rid of those customers."
Actually for me my farm properties only assist in 3 things;
animals (soy), for which most byproducts get sold on the open market.
Bread (eggs, milk, grain) for which I have little use for do i rarely produce it, plus too high of a q to sell on the open market (35+)
Ships (not yachts), sold to the public and usually at almost no profit.
The only things that make stupid amounts of money are wood (huge stockpile), gold (usually one person buying all), aluminium, salmon. Almost everything else is sold stupidly low (olives are free lol), 100m units of grain for a penny... Blah blah blah blah blah blah blah blah blah blah... For me if not for the goodies that bring in stupid amounts of money (nano nano, Japan used to be my #1 income) I couldn't give back stuff others could use.
Last year I sold furniture for a silly low price helping others make tons of money, my own resources excluding one item.
"With this change a newer player can only hope that the top league of players die from a kidneystone or trombosis..."
Not all top players are greedy snobs, sure some are and offer nothing however if all top players like Mike died, who'd give us kick butt tips?
"And "funk yeah" I build a tesla!...."
I think you missed my point there... While it's perfectly possible to build a electric car now in game it's something I wouldn't do or think about doing, let alone suggest a new player to do. This brings up 2 issues, one most new products are requiring new or old paid resources making it impossible or over priced to build. Two if they give a supplier they'll choke it after a short time, yes I'm looking at the whole bee situation...
To build a electric car of a decent q you wouldn't only need mines but bq 2+ mines... I'm currently mining the mineral for lithium batteries but techs way too low for me to exchange the ore to batteries... |