My problem with this game is that debt does not negatively effect a player. I have played many games 1v1 with players that are 300k in debt but still manage to win the game when I have a balanced economy and thriving company. The stats all go my way yet they win because all they did was focus on getting to age 5 as quickly as possible and buying my stock throwing caution to the wind. I suggest that your debt should much more reflect your stock price or if you are over a certain amount of debt you shouldn't be able to purchase stock in others or as your debt goes up others stock cost more for you to purchase. It is really frustrating that I am trying to get good and creating a thriving business and I get bought out by players with no clue.
All valid points but when can you ever pay your debt by establishing more debt? I think at a very minimum they should require you to pay the interest on debt with cash rather that just adding more debt. This will slow the expansion of someone not keeping their debt in check and make the game more fair in my opinion. Balance should be a part of any good economic based game.
And we have that 'outstanding debt' level, it's at the D bond rating. Instead of preventing expansion however it prevents black market purchases. You may not think that's a big deal, but once you ping off the goon squads the D debt player has, they are just wide open and can't retaliate.I do remember back before bond ratings was a thing we had a big discussion on debt, and the ideas of preventing stock purchases and stuff came up. Mohawk felt that was perhaps too extreme, being unable to defend your stock or retaliate at high debt prevents pretty much anyone from ever willingly going into that debt level in the first place, and sometimes you do want to do a very lean, very risky straegy, so they chose black market instead.
It's pretty difficult to disconnect something from your base once it's connected
But yes, to expand on your point, if your going to make 2 farms, or 2 reactors, at level 2 you should try to build them in such a way that on level 3 you can build a third and connect them to your base. This is one of the best ways of swapping debt for cash, aside from the fuel costs of 1 tile shipping and a small amount of time, it's a 1 to 1 ratio. Ofcourse, anytime your thinking of going farms at level 2 and your not scientific you should probably be going glass instead
Meticulous micromanagement is always the optimal way, regardless the mode. But people don't really minimax, not even if they are Pb's and Cubits. Self-efficiency and avoiding debt altogether is the simplest way to handle it and much easier to understand conceptually than 'regular' mode. You can't spend what you don't have. Very reasonable. That's what OP wants. And for clarification purposes: not for a second I think tighter debt is a successful implementation of the 'more punishing' debt idea. I hate it just as much as the next guy. It's just that suggested alternatives would be equally bad if not worse, IMO.
P.S. It's funny how in this debt-rant thread people discuss the loopholes that allow circumvent the rules and trade debt for cash instead of adopting the intention behind the rules. If that's not a perfect demonstration of how much players really like the whole 'avoid debt' idea, I don't know what is.
I am a completly new player. i have the game 3 days now.I was looking here on the forums to see what the catch on debt is (and some other things).Now that i find out there really isn't a catch besides not being able to make purchases on the black market this is a huge dissapointment to me!Despite of what is a reality or not for the sake of this games balance large sums of debt must be punished harder. Perhaps a 50% of cash income when you sell stuff (with the normal market or the offworld market) would instantly be used to repay debt could be good improvement if you don't want to alter the stockmarket to much.once more i'm a new player you may shout if i speak nonsense
Sylistic - one thing that you might not have seen is that excessive debt will lead to a snowball effect that crashes your stock price. When your debt hits D range you get a high interest rate and eventually the compounding of all of the interest will send your stock price into a death spiral. Watch any stream and you're bound to see 1 HQ crash because of excessive debt even though they were doing well. So while not using the black market is indeed a pain the threat of using all your income to prevent crashing your stock price is the real killer. It's impossible to defend your company when you're magnitudes cheaper than the other players.When I first started playing I made the same assumptions about debt and tried to keep it at the minimum but it works the same as in real life. You use debt to leverage your position and make money just like any business. The only change I would make (if any) to the debt structure is in the 1v1 game where the game length might dictate a different look at how debt is treated. Perhaps the interest rates at different levels of debt could be raised to solve the issue.
It's not about avoiding debt, it's about winning.
I'm with you magic. I think my suggestion should only be implemented 1v1
And zultar I was very impressed by how your mind works and the videos that you posted online. It is officially my mission to beat you at this game one time before I die.
I always like to compare concepts in this game to concepts in more traditional RTs's like Starcraft 2, to help understand the logic behind game design decisions. Imagine that there's no hard cap on units, no population limit, but if you go over 200 (which is the cap in real Starcraft 2) then all of your side's units and buildings max hitpoints decrease. If your army has less hitpoints and goes up against an army of relatively equal strength (say 250 vs 200), you lose because your units were easier to kill. However, if your army was larger than the supply, but you fight an opponent that was much weaker than you (say 250 vs 50), you will still win, the hitpoints of your army didn't matter because you were so far ahead. In offworld trading company, your stock price could be considered the same as the hitpoints of your side in starcraft. The debt your company has is the same as the supply idea I mentioned. If you have too much debt, go over the supply, your max hit points decrease, your stock price. However a hitpoints decrease in starcraft does not change how much damage your units do to the enemy, same with OTC. In OTC, the damage is your cash, your purchasing power. Now, if you prevent -people from buying stock when you hit a a debt limit, then in my version of starcraft 2, you want it so that as you go over 200 supply your units become unable to do damage. The enemy comes knocking on your door, and you cannot defend yourself. You die. Suddenly a large part of the game revolves around not going over the supply limit, of keeping yourself smaller so as not to have a mechanic effectively kill you.I consider this punishment unfun. It's not fun to play around punishments, to intentionally weaken yourself and play more conservatively. The balancing mechanics, the tools to make having a harger army less viable, were already in place, the hitpoints. It was still up to the other player to have been skilled enough to be able to take advantage of that and win. But with this requested change, it no longer matters how skilled the other person was, you just made a mistake and now your dead. The onus of skill becomes unfairly distributed to the person in the lead.
Now, that isn't quite so accurate if your playing in larger FFA's, but in 1 vs 1 it's almsot exactly like how I described that. IF your opponent is allowed ot buy 2 or 3 stocks without retaliation, you've lost. You are bigger, stronger, you grew quicker, you were more skilled. If your opponent is not too far behidn then they can take advantage of your lwoer stock price and still maybe win, but if you prevent players from being able to defend themselves if at high enough debt then a tiny company could easily defeat a much larger one, and that just isn't good design. A large part of the game becomes about maintaing a lead in power rather than just ending the game already.
...Alright, be honest, how much of that made sense?
I finally got into some multiplayer ffa games tonight and man was it fun. Also the debt was more punishing than in 1v1 which made balance a key factor. This is a very well made game. Good job Soren. I hope you make a ton of money for your efforts.
lol i need education!
This thread is actually about avoiding debt. Or a rant, rather, about not enough of it. And with all the "yay" exclamations one would expect people to act accordingly instead of exploiting every single possible design fault in order to achieve exactly the opposite. But there've been enough holy wars in pretty much every gaming community over the whole exploiting vs avoiding issue. Especially since I don't see tighter debt in custom options anymore. Has it been removed recently? I am really not in the loop...
Well, you can make all kind of changes to 1v1 without 'ruining' it since it's as close to zero sum game as it gets. One thing I never liked was the fact debt is significantly less forgiving in FFA than in 1v1. It shouldn't be. Admittedly, my main complain was it made the transition between different types of games harder, but since I don't play 1v1 anymore, I really don't care. That being said, I think it's particularly unfair towards newer players whose expectations from these two modes, that are essentially the same game, would be similar.
I don't know what they changed in last update but i can't get myself not out of debt anymore. it keeps growing and growing at alarming rates.
Rumors suggest the fuel costs/power consumption for robotic transport doubled. Shipping costs are one of the main contributors to debt.
The new update for this game is broken. The stock purchasing makes absolutely no sense what so ever. You have no way of defending yourself. I buy up all of my own stock and am leading a game and everyone just gangs up on me and buys one share at a time. I recieve no money for and of the shares that I own that they are buying out from underneath me and I can't purchase them back. With the game in it's current configuration leading a game is actually a bad thing. Why would you create a mechanic that punishes better players?
players should not be able to individually buy shares of stock that you already own, it was fine how it was that you have to buy them all in one shot.
Check out the next_version branch if you want to see how it will work in Beta 9, which is sort of a hybrid where players have to buyout your last 5 shares at once. As for now, if you don't like this option, you can play without it.
OK GOOD IM GOING TO. I THINK IT'S UNFAIR. IF SOMEBODY IS GOING TO BUY ME OUT AT A BARE MINIMUM I SHOULD RECIEVE THE MONEY FROM IT. THIS IDEAD OF BUYOUT COULD WORK BUT IT NEEDS TO BE ADJUSTED MAYBE 3 TIMES PRICE FOR SHARES ALREADY OWNED AND YOU GET THE MONEY.
you do get the money, the payout check tells you so. You just can't do anything with it!
Well that's stupid
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