The "Keep-Out" PUBLIC SERVERS and what THE DEVS can DO about them
Right now, Illegally kicking other players out of public hive servers means stockpiling loot objects. These do not go back into the loot-economy circulation (no one can get to the tents and capture or move the stockpiled gear). Items are deliberately stockpiled, so the loot economy - (tplanned scarcity or common availability) - becomes unpredictable and open to exploitation by deliberate calculated intent.
You might call this an economic collapse.
If you kick players from 'your' public server (for any reason) and stockpile loot, the server loot will go on spawning, because the loot in your tents and barrels is not counted in the spawn calculation. So you can stockpile forever safely as long as you kick.
The problem right now is the way the economy deals with "ownership" of loot objects. Stashed items are not counted in the persistence calculation.
Obviously BI are very aware of this 'keep out' problem (of course) - and a modification of the central loot economy can deal with it.
The advantage for BI is they can do this without relying on complaints to external companies (the server providers).
BI can sort this out 100% for themselves, completely free of the SPs who are uninterested by game-loot or fair-play.
A number of BI Devs believed and stated that movement between servers was a desirable game-play element, and the original design plan for the central loot economy was to cater for this.
So how about this suggestion to solve the problem?:
On PUBLIC servers :
1 ) Stashed loot in tents and barrels is INCLUDED in the loot spawn calculation
(when you stash too much loot, the spawn rate on your sever will drop for those items, until it stops)
2 ) The quantity of loot spawn is proportionate to the number of players on the public server
(few players = the lootspawn goes down, more players = the lootspawn goes up again
so public 2-3 player servers who 'whitelist' or kick, must let in more players for their lootspawn to go back up.
This is the ideal solution because BI is fully in control of loot distribution.
[note] For 1pp public servers, the spawn rate stays the same - (because often there are not many players on 1pp for honest reasons) and this will encourage more players to join 1pp servers.
OK:
Reduce the interest of loot hoarding = Make public low-pop "kick servers" less profitable.
The advantage of improved loot equilibrium, and to open up player movement between servers, is a huge step forward..
Apart from the weekend Shindig - is ANYTHING more important ?
By using loot control - the Devs can break away from the SP's complaints departments and make it work themselves for 2016
the BEST IDEA EVER.
xx pilgrim
Hey - WE are the fanboys, right? WE can stand a few experiments - YOU are the Devs, YOU have the Balls and the Brains. Go for it.
The "Keep-Out" PUBLIC SERVERS and what THE DEVS can DO about them
Right now, Illegally kicking other players out of public hive servers means stockpiling loot objects. These do not go back into the loot-economy circulation (no one can get to the tents and capture or move the stockpiled gear). Items are deliberately stockpiled, so the loot economy - (tplanned scarcity or common availability) - becomes unpredictable and open to exploitation by deliberate calculated intent.
You might call this an economic collapse.
If you kick players from 'your' public server (for any reason) and stockpile loot, the server loot will go on spawning, because the loot in your tents and barrels is not counted in the spawn calculation. So you can stockpile forever safely as long as you kick.
The problem right now is the way the economy deals with "ownership" of loot objects. Stashed items are not counted in the persistence calculation.
Obviously BI are very aware of this 'keep out' problem (of course) - and a modification of the central loot economy can deal with it.
The advantage for BI is they can do this without relying on complaints to external companies (the server providers).
BI can sort this out 100% for themselves, completely free of the SPs who are uninterested by game-loot or fair-play.
A number of BI Devs believed and stated that movement between servers was a desirable game-play element, and the original design plan for the central loot economy was to cater for this.
So how about this suggestion to solve the problem?:
On PUBLIC servers :
1 ) Stashed loot in tents and barrels is INCLUDED in the loot spawn calculation
(when you stash too much loot, the spawn rate on your sever will drop for those items, until it stops)
2 ) The quantity of loot spawn is proportionate to the number of players on the public server
(few players = the lootspawn goes down, more players = the lootspawn goes up again
so public 2-3 player servers who 'whitelist' or kick, must let in more players for their lootspawn to go back up.
This is the ideal solution because BI is fully in control of loot distribution.
[note] For 1pp public servers, the spawn rate stays the same - (because often there are not many players on 1pp for honest reasons) and this will encourage more players to join 1pp servers.
OK:
Reduce the interest of loot hoarding = Make public low-pop "kick servers" less profitable.
The advantage of improved loot equilibrium, and to open up player movement between servers, is a huge step forward..
Apart from the weekend Shindig - is ANYTHING more important ?
By using loot control - the Devs can break away from the SP's complaints departments and make it work themselves for 2016
the BEST IDEA EVER.
xx pilgrim
Hey - WE are the fanboys, right? WE can stand a few experiments - YOU are the Devs, YOU have the Balls and the Brains. Go for it.