What's new
AA Classic

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

  • Dear users, Forums are now a deprecated method of communication for AAClassic and are kept for historical purposes. Please join our Discord! https://discord.gg/aaclassic

Commerce needs a buff/change badly.

DarkMagic

Rare member
When you do commerce, packs are set to 130% but as other people turn in packs this price boost drops and drops and drops. Needless to say this needs to be changed because every pack is basically at 110-100% or lower. It is sadly a race to get the packs in first with people having to buy fuel and axel grease to race others there but this just wastes money and usually you are beaten there by the merch ships with 20 packs so buying the fuel is just a waste. The fact everyone has so much labor this means everyone is doing trade runs now and thus making commerce extremely bad money wise now. If you look at other professions such as fishing it only got buffed thanks to the labor increase meanwhile commerce gets nerfed, because of this it has made trading a very stressful thing to do and really not worth it compared to fishing. I tossed alot of time and effort into commerce and getting to the farm hauler and slowly working my way up to the freighter but now IDK if I even wanna go for that and has basically made me regret going for it and made me wish I had gone for fishing boat instead.

My suggestion to fix this issue with commerce and to get it back to being a decent way to make cash again are 1 of 2 ways if not both.

1. There was a version of AA commerce were, IIRC, only had the wagon and before the hauler was added or freighter. But I recall people stopping at the wagon because you could trade in 4 packs personally at 100% of what the going rate depending on who else had traded which was usually 125-130%. But once you turned in a fifth pack you'd get like 90% of the value and a 6th pack was like 70% and a 7th was 50% or something. Idk exactly how it worked but I do remember never going above the wagon because you would lose so much money turning in too many trade packs to the same place and this would reset when you get your 22h payment. Now it seems you can turn in as many packs as you want so long as you have the labor for 100% of the value listed so now people can trade full merchant ships and drop the price for everyone else but still make a fat stack of cash solely for themselves. So bring this mechanic back but put it at say 7 or 8 packs before the price starts dropping for personal turn ins, this should help keep the price at say 115%+ for everyone and also limit those who are making too much from it, it will balance the scales to ensure everyone can make a decent profit from it. Also the addition of making the overall % reset back to 130% faster would be nice, considering before commerce wasn't so highly contested because of the labor costs ment not everyone wanted to get into it but with the 4x regen it means everyone can basically get away with doing commerce and whatever else they wanna do now so commerce is just extremely contested atm.

2. My other suggestion is to just not have the overall price drop for commerce and have it always be at 130%. When you look at other professions like fishing were the price never decreases despite 30 boats turning in all at the same time it gets pretty evident that when commerce prices fall it's bad and needs to be changed. Consider the following, when you trade to places that are closer rather the farther to a destination and they are more profitable then the farthest packs it's just sad. For example the farthest pack you can transport may cost like 15g at 130% and another pack that is say half the distance is like 13g per pack at 130% the 13g pack becomes way more profitable then the 15g because it's price dropped to like 80% from how many people are turning those packs in. The problem with this however is that the 13g packs have also dropped making the farthest pack the most profitable again but still almost half the value anyway. Making it were all packs stay at 130% value no matter what will make commerce a lot better and make it on par with fishing profits. Although even with this change fishing is still the most profitable, some people are saying they are earing 300-350g per hour fishing in the ocean and 2k gold a day.

However, I think the idea of adding both of these suggestions would be the best option, making packs always 130% no matter what can easily be abused so making the limit of personal packs that can be turned in before the price drops at around 7 or 8 every 22 hours would be fine, this would make the freighter still viable but also make the packs not so easily abusable for thousands of gold. Please consider these changes or other ways to buff commerce and make it fair for all because the only way for commerce to be an above decent option for making cash again would be to wait for player numbers to drop and you never want your solution to a problem be less people playing.
 

mikroman

Heroic member
The population and easy access to higher tech units (haulers and freighters, p2w red freighters) make original system broken.
minor balance patch should be nice:
- slower decrease of selling %
and/or
-faster regeneration of this %

This trade system is very time consuming. Most of this packs are useless in default (higher costs - no profit or extreme low profit with high time investments). This extreme fast price fails make it worst.

OR fishing is broken. NERF IT!
 

bolo

Basic member
OR fishing is broken. NERF IT!

Why do you ignore Risk vs Reward in the equation of balance ?
Trade runs to Freedich is very high risk, very high reward.
Fishing is high risk, high reward.
Trade runs are NO RISK, decent reward.
It is balanced that way.

However, I do agree that, because of the x4 labor rate, the pack rates regeneration could use a slight boost and/or the degeneration could be a little slower.
 

Moonwhisper

Rare member
Pack demand % regeneration needs to be boosted or the price floor needs to stop at 100% instead of 80 or w/e it is now. It never regens because population is too high.
 

mikroman

Heroic member
Why do you ignore Risk vs Reward in the equation of balance ?
Trade runs to Freedich is very high risk, very high reward.
Fishing is high risk, high reward.
Trade runs are NO RISK, decent reward.
It is balanced that way.

However, I do agree that, because of the x4 labor rate, the pack rates regeneration could use a slight boost and/or the degeneration could be a little slower.
fishing is safe zergfest. Its risk when you are in weaker faction. Big reward - 0 risk in zerg swarm faction.
Trade run to Freedich and in land trades are same system. If someone sell many packs price will go down.
You can trade in non peace zone too but you will not get extra reward. You will not get good price because regeneration is pathetic low and offer (traders, trade packs) is too high.
 

Greyface

New member
Why do you ignore Risk vs Reward in the equation of balance ?
Trade runs to Freedich is very high risk, very high reward.
Fishing is high risk, high reward.
Trade runs are NO RISK, decent reward.
It is balanced that way.

The system is already balanced by making safe trade routes less valuable. And they get progressively more rewarding, the more risk is involved.
Even if packs stay at 130% at all times, safe routes will usually not give more than 3-6 s/l, depending on route length. This value gets better with things like Ynystere Peace and of course overseas trade.

I assume AA originally implemented the supply/demand system in commerce to incentivice players to drive different packs and routes. While this is a good thing, being able to drop the value down to 80% is too much in my opinion. Even at around 110%-100% most routes lost so much value, it is not worth turning in anymore, but rather wait.

- slower decrease of selling %
and/or
-faster regeneration of this %

I agree with this change. On top of that, the minimum % should cap at 100%.
As of right now, fishing is much more valuable and the "high risk" is not really exisiting in it. People form fishing raids and sit in peace all day, catching fish. I don't see the point why fish does not decrease in value if a whole raid of fishing ship turn in their goods at a single stand.
 

Siddalee

Grand member
Fishing isn't high risk at all, right now. It's extremely easy, safe money.

I think that some of the tradepacks on both continents need a recipe review first, as some of them are poorly thought out and make zero sense.

I do also agree that tradepack values tank really fast. I honestly don't remember only being able to turn in 2 packs before the % dropped before, but it has been a long time since I have regularly done trade runs tbh.

That being said, I'm not sure if the answer is to have personal % limits (traders will just get their friends to turn in their packs, although that does cost labor) or just slow the % drop.
 

GriefStone

Rare member
It would be nice if the changes gave people a reason to go higher in commerce.
Fishing gets better rods to do more damage and labor reductions where as commerce just get labor reductions and that useless bonus turn in which ends up being a couple of silver when you get it.
 

DarkMagic

Rare member
It would be nice if the changes gave people a reason to go higher in commerce.
Fishing gets better rods to do more damage and labor reductions where as commerce just get labor reductions and that useless bonus turn in which ends up being a couple of silver when you get it.
Labor reduction is pretty useless with the 4x labor regen, would be nice if they instead made it 5% more for each pack turn it, I know you get 5% after 22 hours but if they made it 5% more every level up it would be way better to level because right now the only reason to level it is to 20k for the different larders. But sadly I don't think these guys are gonna do much for "Balancing" certain game mechanics and mostly leave it to be around vanilla labor regen, they do have "Custom content" labeled on their road map for 2 months after launch but we will have to see what this entails. For now tho they have claimed "Active" suggestion forums in adding popular things people request, I have yet to notice anything being added that is super popular/high votes among these forums, perhaps they are gonna release it during their custom patch or are too busy with getting the name to be a normal state before customizing the server further but only time will tell if these guys will make the big changes required to keep the server going or not.
 

GriefStone

Rare member
We can only pray for changes but they dont seem likely. Royal seeds in bundles, 8hr payouts, honor in Auroria and craftable crest packs were supposed to be implemented but still missing atm 🤷‍♂️
 

DarkMagic

Rare member
That's way too strong.
Labor reduction also increases your s/l ratio by a lot. Use the rest of your labor with something else. Spending it solely on commerce is very time intensive
Dude, with 10k max and 40 per 5 mins, labor is virtually non existent right now. Fishing is super over powered with people making 300-350g an hour in fishing zergs. There are discords with verified people running 50 man raids all sticking together. Makes it zero risk for super high reward meanwhile commerce traders are busy fighting each other for packs to be worth 10g while fishers are making hundreds without any worry anymore. The whole labor to gold ratio does not exist on this private server. And considering it's a private server it can only last so long especially with all the problems right now. The game was balanced around 10 labor per 5 mins and 5k labor cap IF you were subbed and it was made that way to be annoying just enough so they can sell convenience, a tactic with mobile games which is why mobile games make so much money. You just time gate progression and sell speed ups aka labor and labor pots. This private server has no time gate for progression anymore thanks to the labor boost. The reduction in labor per level was huge back when labor was slow, it ment you could actually do more and make more but now you get max labor which is 10k in like 21 hours as apposed to 42 hours for 5k so it basically would of been 84 hours for the same amount of labr, so it's basically hard to spend all of your labor even if you were fishing all day because it would technically be 10k labor when you log in and another 10k regen throughout the day fishing. I have given up trying to spend my labor everyday, I was making tax certs till I hit 1k and basically decided I no longer care to try and spend all my labor. Before you would get 120 labor an hour but now you get 480 an hour, basically they could of easily just disabled labor all together and it would still be the same.

Also I am not spending it all on commerce, I do like 1-2 runs a day with currently 7 packs each run which takes like 30-40 mins depending on were I am going. And it's still near impossible for me to spend all my labor so as I said I've given up on trying to do that. I still make good money from commerce I just wish it was better, specially when you look at everyone who invested into fishing making like 10 times what commerce makes in a day. With fishing it was tragic because not only did they take your fish but they also took the labor to catch those fish, in the old system it was basically 1 fish costed 100 labor without reduction which was 40 mins of IRL time per fish, So you were limited to 28-29 fish per real life day, now you are limited to 115 fish per real life day or 24 hours each. So if you did the math and lets just say everyone only caught the 18k fish which are worth, depending on which school of fish about 10-16 gold so we will average 13g, and again this is just with 13g average small fries, not even counting the 20-26g fish or the gargs worth over 30-34g for the same amount of labor. In the old system with 29 fish or 7 trips with an average of 13g per fish they were making around 377g a day, with the new system they can catch 115 fish or 23 trips, they will make around 1,495G a day. Now what if you factored in the possiblitly of catching the 30k HP fish worth twice as much? Or the gargs worth 3 times as much for the same labor. Well they would be making well over 2k G a day at that point. Specially with 115 fish a day you will have caught a few medium and garg fishes way more then in 29 fish. Let's just say you catch one garg in 20 fish (No idea if this is true but) that would mean you can get 5-6 a day which is 150g by it's self. But also you get the idea that back then the 5% reduction in labor was much better becuase even if you got your fish down to 50 labor instead of 100 you'd still only get to so near 60 fish a day meanwhile fishing with the private server regen on top of the 50 labor per fish AND it gets there much faster means you'd be pulling 230 fish a day if you fished all day, which is near 3k g a day at that point. So if someone DOES steal your fish that is full of 5 fish you only lost roughly 62.5 mins as apposed to 250 mins.

TLDR: Basically what this big wall ole text is trying to say, labor is a pointless thing to worry about on the private server, and can just be ignored.

This isn't a post to take about what is OP and what isn't this is a post about getting commerce a buff it needs rather then it being nerfed, With the labor boost other professions got a buff because you can do it more, with the labor buff fishing got a HUGE buff because it is also no longer limited but timed fishing meaning hundreds of people can fish the same spot just fine as apposed to before were people would purple over fishing spots. But commerce got indirectly nerfed because more people are doing it because they have so much labor they can just become a jack of all trades essentially, it's a matter of getting the mats not the mats and the labor anymore. So the more people who run commerce the worse it is which IMO has always seemed like a terrible idea in the first place. With having 2.9k labor a day ment not everyone was trading or if they were they were only doing it once or twice a day now people can trade as much as they want and have zero problems with it. There needs to either be a limit on the amount of packs each person can turn in or there needs to be a cap on the price drop because commerce is no longer a good way to make money but just a decent one and considering it can take hours of IRL time just driving from A to B and get so little for it when fishers can make that much in like 10-20 mins. Plus if you think about it, getting an additional 5% per level it would help make good money even at 70% pack value.

It's no secret that fishing and commerce are to 2 biggest ways to make money in this game, before they were roughly equal now fishing is several times better while commerce got several times worse. Fishing was basically always better then commerce because it was high risk high reward but then people started to raid up making the risk zero because of the timed fishing spots, no reason to fight over it and everyone can get their fish and be safe, after all the chances of a 50 man red raid ganking a 50 man fishing raid is very low. So that is why they made the change to being a limited number of fish to make fishing actually risky again, but now with old fishing the risk is no longer there anymore so long as you are in a fishing raid and with discord it's easier now more then ever to be in one. So again, fishing is zero risk high reward and commerce is zero risk low reward when before it was high reward. Plus this is a private server no guarantee how long it will be around so who cares if things become OP in making money, if anything this server will be around for less then a year till AA 2 comes out and if AA 2 sucks then maybe this server will be revived but doubts on if the progress will still be there. Might aswell enjoy it as much as you can before it's gone.
 

Arkenervs

Arcane member
Personally I'd like for pack labour to create and turn in be increased by about 2.5x, materials increased by 2x and the turn in rewards increased by 2x.
My reasons why are:
1. Because packs would take 2.5x the labour to make, people would at best be making 2/5 packs they normally would in a day, thus reducing the rate that the pack % goes down by.

2. More valuable packs provide more incentives and rewards for pirating, and also for larger groups running packs overseas. The sad thing about oversea packs is that after a few people join you, you'd be better off farming gold in individual ways (gold packs on land, fishing, coin purses, crafting) and pooling together to buy anything like gilda recipes. If the value of the merchants cargo doubles, you can have more friends with you before affecting the net gain/hr of your squad.

3. It's also slightly nerfs the silver/labour of pack running because the selected numbers would buff the gold/hour of pack running.

4. The less time people have to spend each day making gold, the more time they have to enjoy the gains from the gold. More participation in events.

5. Benefits people who have less time in a day but enjoy running packs with the ability to burn off their labour in a shorter time to keep up with the average gold/day of the server.
 

GriefStone

Rare member
Another idea not sure how hard to implement would be to make every zone have a pack buying vendor as of now on West: Ahnimar, Hellswamp, Sandeep, Airain, Aubre Cradle and White Arden dont have any pack buying vendors. This would open up more available pack routes.
 

BobsynS

Unique member
Well folks I didn't have time to read all of your comments, but Packs are somewhat OK.
The only bad thing about the Pack system is that more than half of the packs have "Out of touch" material costs.
This is why everyone is tanking the turn in price of FEW specific packs always and everything else that's "Not worth crafting cuz of absurd materials" is always at 130%.

Simple - There is no diversity cuz most of the packs have stupid crafting recipes that nobody with his right mind will ever craft cuz they net you like 2s per labor profit.....while others get up to 15s/labor if not 30s/l for some specific ones.
They need to rework Pack crafting recipes for most packs that people aren't crafting at all.
 
Back
Top