Опубліковано в державі Venezuela - Фінанси і бізнес - 17 Jan 2017 00:12 - 12
I have taken the time to create this article driven by the latest example of partial disregard towards its players by the ones who manage this game.
If it is true that that there should be no instructions on how to succeed in this game by those who run it in order to become a neutral party and leave it up to each players ability to interpret every aspect of the game to squeeze as much as possible out of it, it is also true that when you,the ones over watching the game, decide to interfere with the established guidelines and operations you should do so by informing your customers as to not affect in a negative way the investments (RL money or not) they have made through out the journey they have taken here supporting your game in the process.
For those who have not been keeping up there has been a lot of discussion (more like an outcry) in regards to the recent changes made by adm, mod (or whatever you call those who run the game) impacting the production of military companies (more info here https://www.erevollution.com/en/article/21540 and https://www.erevollution.com/en/article/21554 ). The sour taste left is not because of the actual changes, which may or may not be beneficial to the game overall, but because of how and when they went about implementing the changes. They may not like this but the truth of the matter is that it is hard not to call it a hoax when you realize that there was a blatant decision to inform of the changes right after the long awaited 25% discount period (not before, not a few months after but right after). People, including people spending real life money, spent time preparing to invest a life time of savings the best way possible based on the existing production system and were left to pick up the peaces from "their" bad investments (q3 company fiasco) except that it wasn't because of no wrong doing from them but from those who found a way to balance the game economics by reaching into their customers pockets and messing up their structures. I guarantee that if this game would have been based out of a developed country there would be a good case for a lawsuit in order. So yeah, SHAME ON YOU ADM!
So now with that out of our system, and after making it crystal clear that ADM have not been doing us any favors lately, it should be said that the following is no wrong doing of game managers. It is just a prediction, based on numbers, which I have decided to share in order to advice many players of what seems like a great investment but most probably is not. Maybe other players have already realized this and share my opinion, so in a way lets just say I want to share the knowledge to level the playing field ;)
As you all should know by now, there has been a whole new military module introduced to the game. All the way from its new weapon industry (warship raw and weapons) to its new abilities (intelligence) to its new battlefields (coastal regions) but more importantly to its brand new achievement medal ( Sea legend).
We will be focusing on the industry created for this module but as we move on you will notice how it is connected to to its other new aspects.
At first glance here is what we know and were told about the new warship industry. It costs 640 gold to build a company of max warship quality which allows you to hire 7 employers. Because it's a new weapon there will be a great demand for it and there should be very good earning for each employer hired.
So far the market has reacted accordingly, the cost of a similar heli quality weapon is 30% cheaper than the warship. Given the cost of this company (1/3 of the cost of your first q5 heli company) this looks like the deal of a lifetime.
But do you really think they will make it so easy for you? Do you think this is sustainable?
Well lets go back to the heli weapons. Because the cost of the first Q5 company requires the creation of a Q5 wep and Q5 tank company, the cost is 3 times the cost of a Q5 warship factory (1920 vs 640).
This is the first red flag we should be looking at. The fact that it is so expensive to create heli companies, even if you have a very limited number of new players coming into the game the number of players able to achieve having a Q5 hali company is way outnumbered. Therefore, the demand for these weapons is way larger than the possible offer and it will be this way for a while. The cost of the new Q5 warship factory is still more than pocket change but it is a lot more accessible for players to achieve, and even though their a a huge demand for them currently because of the large base of people playing before its introduction it is inevitable that it will catch up with the existing Q5 heli offer and surp it as people will be creating these companies at a higher rate than the Helis.
The second red flag, and to me more important than the first one, goes like this.
As we had said before the existing production of HQ5 has been playing catch up for a long time to the demand by players. Even though it can eventually catch up if new players stop entering the game (which is very likely) the bigger problem is that players need to many of them in comparison with how much you can actually produce with a high end factory. In many other games weapons increase in damage as well as in duration as their quality increases. In this game a higher quality weapon only provides a higher damage. They all last the same, just 1 hit.
To get a better picture just look at the fact that the whole production of a Q5 heli company, including the production of all its employers(320 weps), is barely enough to satisfy the food fights of one single player (All house active 140 hitsx2 + 25hit hospital = 305 hits). That right there tells you that after such a huge investment you can barely cover the demand of your food fights if you were to fight with HeliQ5 evey day, let alone sell to anyone else.
It is because of this that the price for these weapons are so high, and would probably be higher if it weren't for..... TP/TA
Now just because you can hit every day with HeliQ5 doesn't mean you can afford it. And if you can't afford it then you create a dent in the demand bringing down the prices of a product regardless of what should be its practical demand. So what drives the price of the HeliQ5 is the possibility of the average joe to be able to pay for that product on a consistent basis. The name of this source of income is called TP and TA
An average player who hits ff's every day will tell you that pretty much the gold generated by fighting for TP and TA covers the cost of the weapons used. In other words, when you decide to fight somehow you always magically end up making enough gold to pay for the helis required to unload your ff's and sometimes even some EB's and LK's. Those who become 2c actually make some gold out of it and on the flip side those who are big tanks loose some gold after each tanking.
Well, it is not magic. The reason is because of the 50k damage TP increase that currently applies to the old land battlefield system. Every time you reach a TP damage, the next TP increases by 50k extra. If you consider that your daily strength increases by 30 points (best case scenario for people over 5k str and 40 points for those below) then every TP damage increase is pretty much compensated by your strength increase which results in damage per hit increase maintaining overall the balance between TP's gained by food fights.
It is this damage/gold return system which balances out the cost of each Heli weapon. Because that is the price people can pay for the daily consumption of the highest quality weapon as all other sources of income accessible to average players do not make a significant difference in income. And from there on out all other lower quality weapons adjust accordingly depending on their relative damage compared to the higher quality.
The problem then with the new warship system (getting back on track on the second red flag matter) is that the requirement for the equivalent medal, the sea legend, is twice of that for the TP and TA. The damage increase for the SL is 100k which means that your damage/gold efficiency has been cut in half. In addition to that the damage factor in this case called intelligence has a max increase of 20 points per day (compared to 30 and 40 points per day for land battles). So not only is it harder to reach the damage for each SL medal, the damage per hit increase is also slower, taking longer for a player to reach a point where it is efficient for him/her to spend money on sea weapons without loosing any money.
Therefore it is pretty safe to ume that after the initial demand bubble for these weapons, eventually as people get further in to their SL damage it will be harder and harder for them to be anywhere close to leveling out with the cost of the weapons. At the same time there is no indication that sea battles will go away, but people will always have the option to fight with low level weapons or worst case scenario with no weapons. Weapon production though will not stop. Factory owners will need to keep selling there weapons and they cannot wait for players to have a better SL to Intelligence ratio and therefore will be forced to adjust to the market as it happened with Helis. This will ultimately result in a price drop for these type of weapons where they will always be behind the efficiency of the land battle weapons therefore making these companies much less profitable than Heli companies.
The conclusion is that you should look at these companies in a way similar to the Q5 tank and Q5 wep factories. On the top of the chain will still be the HQ5, and even though the reason the Q5 tank and wep factory lower efficiency (Q5 tank employer produces 1 gold in Q5 tank factory vs 2.1 gold in Heli company) is different from the warship factory the truth of the matter is that their employers will not produce anything close as to what the HQ5 factories produce. Nonetheless, salaries will still be driven by the HQ5 factories which will render the ship factories useless in terms of hiring employers just as it is for tank and wep Q5 factories.
To make matters worse I myself created some of these warship factories so if there is anyone that hopes I am wrong here its me. Then again I though that it would be a good idea to invest in warship raw as it seemed the demand would skyrocket and less than a week later after its introduction into the game it is the cheapest raw you can find in the market of all different kind of raws and by much.
Those who have plans to build an empire of warship yards be really weary and test the market first. Those who have already joined the bandwagon brace yourself.
If it is true that that there should be no instructions on how to succeed in this game by those who run it in order to become a neutral party and leave it up to each players ability to interpret every aspect of the game to squeeze as much as possible out of it, it is also true that when you,the ones over watching the game, decide to interfere with the established guidelines and operations you should do so by informing your customers as to not affect in a negative way the investments (RL money or not) they have made through out the journey they have taken here supporting your game in the process.
For those who have not been keeping up there has been a lot of discussion (more like an outcry) in regards to the recent changes made by adm, mod (or whatever you call those who run the game) impacting the production of military companies (more info here https://www.erevollution.com/en/article/21540 and https://www.erevollution.com/en/article/21554 ). The sour taste left is not because of the actual changes, which may or may not be beneficial to the game overall, but because of how and when they went about implementing the changes. They may not like this but the truth of the matter is that it is hard not to call it a hoax when you realize that there was a blatant decision to inform of the changes right after the long awaited 25% discount period (not before, not a few months after but right after). People, including people spending real life money, spent time preparing to invest a life time of savings the best way possible based on the existing production system and were left to pick up the peaces from "their" bad investments (q3 company fiasco) except that it wasn't because of no wrong doing from them but from those who found a way to balance the game economics by reaching into their customers pockets and messing up their structures. I guarantee that if this game would have been based out of a developed country there would be a good case for a lawsuit in order. So yeah, SHAME ON YOU ADM!
So now with that out of our system, and after making it crystal clear that ADM have not been doing us any favors lately, it should be said that the following is no wrong doing of game managers. It is just a prediction, based on numbers, which I have decided to share in order to advice many players of what seems like a great investment but most probably is not. Maybe other players have already realized this and share my opinion, so in a way lets just say I want to share the knowledge to level the playing field ;)
As you all should know by now, there has been a whole new military module introduced to the game. All the way from its new weapon industry (warship raw and weapons) to its new abilities (intelligence) to its new battlefields (coastal regions) but more importantly to its brand new achievement medal ( Sea legend).
We will be focusing on the industry created for this module but as we move on you will notice how it is connected to to its other new aspects.
At first glance here is what we know and were told about the new warship industry. It costs 640 gold to build a company of max warship quality which allows you to hire 7 employers. Because it's a new weapon there will be a great demand for it and there should be very good earning for each employer hired.
So far the market has reacted accordingly, the cost of a similar heli quality weapon is 30% cheaper than the warship. Given the cost of this company (1/3 of the cost of your first q5 heli company) this looks like the deal of a lifetime.
But do you really think they will make it so easy for you? Do you think this is sustainable?
Well lets go back to the heli weapons. Because the cost of the first Q5 company requires the creation of a Q5 wep and Q5 tank company, the cost is 3 times the cost of a Q5 warship factory (1920 vs 640).
This is the first red flag we should be looking at. The fact that it is so expensive to create heli companies, even if you have a very limited number of new players coming into the game the number of players able to achieve having a Q5 hali company is way outnumbered. Therefore, the demand for these weapons is way larger than the possible offer and it will be this way for a while. The cost of the new Q5 warship factory is still more than pocket change but it is a lot more accessible for players to achieve, and even though their a a huge demand for them currently because of the large base of people playing before its introduction it is inevitable that it will catch up with the existing Q5 heli offer and surp it as people will be creating these companies at a higher rate than the Helis.
The second red flag, and to me more important than the first one, goes like this.
As we had said before the existing production of HQ5 has been playing catch up for a long time to the demand by players. Even though it can eventually catch up if new players stop entering the game (which is very likely) the bigger problem is that players need to many of them in comparison with how much you can actually produce with a high end factory. In many other games weapons increase in damage as well as in duration as their quality increases. In this game a higher quality weapon only provides a higher damage. They all last the same, just 1 hit.
To get a better picture just look at the fact that the whole production of a Q5 heli company, including the production of all its employers(320 weps), is barely enough to satisfy the food fights of one single player (All house active 140 hitsx2 + 25hit hospital = 305 hits). That right there tells you that after such a huge investment you can barely cover the demand of your food fights if you were to fight with HeliQ5 evey day, let alone sell to anyone else.
It is because of this that the price for these weapons are so high, and would probably be higher if it weren't for..... TP/TA
Now just because you can hit every day with HeliQ5 doesn't mean you can afford it. And if you can't afford it then you create a dent in the demand bringing down the prices of a product regardless of what should be its practical demand. So what drives the price of the HeliQ5 is the possibility of the average joe to be able to pay for that product on a consistent basis. The name of this source of income is called TP and TA
An average player who hits ff's every day will tell you that pretty much the gold generated by fighting for TP and TA covers the cost of the weapons used. In other words, when you decide to fight somehow you always magically end up making enough gold to pay for the helis required to unload your ff's and sometimes even some EB's and LK's. Those who become 2c actually make some gold out of it and on the flip side those who are big tanks loose some gold after each tanking.
Well, it is not magic. The reason is because of the 50k damage TP increase that currently applies to the old land battlefield system. Every time you reach a TP damage, the next TP increases by 50k extra. If you consider that your daily strength increases by 30 points (best case scenario for people over 5k str and 40 points for those below) then every TP damage increase is pretty much compensated by your strength increase which results in damage per hit increase maintaining overall the balance between TP's gained by food fights.
It is this damage/gold return system which balances out the cost of each Heli weapon. Because that is the price people can pay for the daily consumption of the highest quality weapon as all other sources of income accessible to average players do not make a significant difference in income. And from there on out all other lower quality weapons adjust accordingly depending on their relative damage compared to the higher quality.
The problem then with the new warship system (getting back on track on the second red flag matter) is that the requirement for the equivalent medal, the sea legend, is twice of that for the TP and TA. The damage increase for the SL is 100k which means that your damage/gold efficiency has been cut in half. In addition to that the damage factor in this case called intelligence has a max increase of 20 points per day (compared to 30 and 40 points per day for land battles). So not only is it harder to reach the damage for each SL medal, the damage per hit increase is also slower, taking longer for a player to reach a point where it is efficient for him/her to spend money on sea weapons without loosing any money.
Therefore it is pretty safe to ume that after the initial demand bubble for these weapons, eventually as people get further in to their SL damage it will be harder and harder for them to be anywhere close to leveling out with the cost of the weapons. At the same time there is no indication that sea battles will go away, but people will always have the option to fight with low level weapons or worst case scenario with no weapons. Weapon production though will not stop. Factory owners will need to keep selling there weapons and they cannot wait for players to have a better SL to Intelligence ratio and therefore will be forced to adjust to the market as it happened with Helis. This will ultimately result in a price drop for these type of weapons where they will always be behind the efficiency of the land battle weapons therefore making these companies much less profitable than Heli companies.
The conclusion is that you should look at these companies in a way similar to the Q5 tank and Q5 wep factories. On the top of the chain will still be the HQ5, and even though the reason the Q5 tank and wep factory lower efficiency (Q5 tank employer produces 1 gold in Q5 tank factory vs 2.1 gold in Heli company) is different from the warship factory the truth of the matter is that their employers will not produce anything close as to what the HQ5 factories produce. Nonetheless, salaries will still be driven by the HQ5 factories which will render the ship factories useless in terms of hiring employers just as it is for tank and wep Q5 factories.
To make matters worse I myself created some of these warship factories so if there is anyone that hopes I am wrong here its me. Then again I though that it would be a good idea to invest in warship raw as it seemed the demand would skyrocket and less than a week later after its introduction into the game it is the cheapest raw you can find in the market of all different kind of raws and by much.
Those who have plans to build an empire of warship yards be really weary and test the market first. Those who have already joined the bandwagon brace yourself.
Винагородити
ajdinhorubnoxRONxSeryekKatrina55SeryekKromionКоментарі (12)
good read, tnx for writing it
Excellent work!
The true is that ALL the weapons system is wrong.
Useless weapons, silly multipliers ecc.
Es.
Commerce apart (for self-use):
A player pays 380 golds for upgrade from TanksQ4 to HelisQ1 and gets THE SAME x2.6 multiplier!!!
Excellent analysis, thank you for your effort in putting this together.
I think that you re wrong, it will be vice versa. The price of warships will remain high, but not higher then heli ofcourse. But it will be high since you dont have a choice, in order to fight in sea battles , you gotta buy them. On the other hand, when enough time passes ,every1 who produce warships will have their own raw material companies, and since you only use that raw material to build warships(unlike hrm for example), the price will go down.
Thanks guys, I was afraid I would not do a good job explaining it properly.
@Keomion, yeah what s up with that? @tocak01, I hope you are right for my own sake
good job o7
wow, the best eRev article published so far
Muy buen artículo y análisis. Votado
v+s No se jugar bien el módulo económico, pero creo que al momento de evaluar inversiones se tiene que considerar la posibilidad de jugar en equipo. Es decir, formar cooperativas que permiten reducir costos y aumentar las ganancias entre los miembros. Además de favorecer el máximo uso del capital. No quiero decir que esto es la solución, pero puede hacer que los beneficios sean mayores que considerar hacer funcionar una empresa de modo individual.
Sos grosso sabelo
ou
yes they did everything without information ty admin for everything realy ı get cold from game