#IZ Fuel - Market demand adjustment of fuel at the point of sale

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shadow radish
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Currently, land holders struggle with low fuel production that affects the carefully balanced gameplay. Tier 1 land holders are especially affected by this as their fuel production was already very low. I suggest this nerf to show up at the point of exchange when players try to sell their fuel. Here is how that would go:

You produce 100 fuel per day on your plot. Your storages are full, and you want to sell some fuel. You go to the fuel exchange and list a nice 4000 fuel. However as you list your fuel, the calculations show: 4000 - 75% = 1000 fuel.

So instead of your total 4000 fuel, you only list 1000 fuel and the other 3000 is burnt. From there, the DAO mints another 19000 and the entire exchange functions as it usually would.

This would

  1. Allow players to progress their land plots with the previously determined speeds.
  2. Remind everyone of the current fuel nerf levels. These fluctuate and currently they arent shown in-game.
  3. Allow for future changes without affecting gameplay. Imagine we need a further 50% cut in fuel production? Then you could simply show -87.5% on the fuel exchange. These values would be detrimental to any progress but would allow the DAO to stabilize fuel pricing.

If aspects of previous lands were imbalanced before, i suggest they get a 4x in cost alongside the returning 4x in fuel production. There should have been plenty of time to look at player progression this past month. 👍

fading night
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Sounds good to me.
I think it's a better solution than manipulating building cost and production cost.

On a side note;
Many people seem to forget that previous speed of progress got buffed, because Zero got delayed, so fuel can hit market asap and kick of the fuel-economy.
So i wouldn't expect a big boost in progress speed with this system change.

On an other side note;
Cuts shouldn't be done anyways i feel.
If prices go down you make it accessible to more potential players and also incentivize players who already done with farming to gamble to catch stuff cheap and horde in case they might sell it more expensive when/if fuel prices rise again.

cyan escarp
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  • "Cuts shouldn't be done anyways i feel."
    Yes, someone should fix IIP-39 with this. No more market manipulation please.
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Regarding this idea, I like it. Although I would rather there wouldn't be any cuts at all.

outer patio
# shadow radish Currently, land holders struggle with low fuel production that affects the caref...

I think this is a very good solution for our fledgling game system. They're trying to design a fuel system that can function well at a massive range of scale, but that's basically impossible. Your idea would mitigate the negative effects on the market for variance in demand, while reducing some of the perceived negative impact of nerfs on the players' experience.

It felt like a punch to the gut when they nerfed the fuel production, having lands at various stages and working hard to figure out how to build them up. I know I would appreciate being able to establish solid strategies for land play and rely on being able to use them over time.

** In point 3, did you mean: "These values would NOT be detrimental to any progress but would allow the DAO to stabilize fuel pricing." or am I misunderstanding?

Also, maybe there's a better name for it than "fuel nerf at the point of exchange" like "market demand adjustment at the point of sale" or something. 😉

shadow radish
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IZ Fuel - Market demand adjustment of fuel at the point of sale

outer patio
robust yew
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I think it was also important that t2 and t1 need even longer to really sell fuel! I also have t2 and I haven't sold any fuel yet because I still need it for upgrades. I hope there won't be an oversupply again when the t2s start selling all the fuel!

wicked adder
# fading night Sounds good to me. I think it's a better solution than manipulating building cos...

Cuts shouldn't be done anyways I feel = you mean nerfs?

Excluding nerfs would be excluding buffs also... can't have the negative without the positives (all about balance!)

I like this idea @shadow radish but the only comment I would make is this overcomplicates the system again...
How would this show up when selling?

I am all on board with progressing lands faster, I haven't been playing my Tier 1s because it is TOUGH now....

shadow radish
# wicked adder Cuts shouldn't be done anyways I feel = you mean **nerfs**? Excluding nerfs wo...

I called it a fuel production "cut" in the OP as well as a production nerf. So i think they have a similar meaning here.

The reason why production cuts shouldnt be made is because previously the project had stated that there would be no lower rail for fuel. With production cuts, you are artificially holding up the fuel price which is unlike a free market.

There is supposed to be an upper rails, so unlimited potential for buffs should however be present.

How would this show up? I would expect it to be the following:
Current situation:
4000 fuel = 0.00X per fuel = X money.

Future situation:
4000 fuel = 4000 x 0.25 reduction = 0.00X per fuel = X money.
In the example you simply subtract the 0.75 from 1. General second grade maths.

It would add one step to the process and it would be best to add the reduction rate (positive or negative) below the exchange calculation. I.e. -75% Atlas_Dead or +300%! Atlas_Yeah

And if what Dr Spoon and Filow vouch for is added, there will be no negative rates. So only a bonus mark is added if any at all 👍

Is it more difficult? Yes probably. But you can add an example-calculation on the page to explain what is happening. Currently landholders dont have any indication of this production rate so either way this is an improvement of transparency.
My idea for an explainer on the page:
I.e. general fuel production can go up or down based on demand! This will show up below your exchange transaction in green or red. This is done to limit or increase the amount of fuel in the ecosystem. In the case of a decreasing percentage, understand that you would sell more fuel for a lower cost per fuel otherwise. This would result in similar returns.

Now this makes trading slightly more difficult. You would have to include the fuel rate every time. But it would exclude "IZ the game" from future market changes.

fading night
amber copper
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How would this work when you can use your own fuel ?? Assuming you would have to apply the same current reduction