Something Simple - Put shells back to 25 credits each

#21
It really didn't give more credits than a skilled fireworks player currently makes. In fact, someone scoring 6,000 in fireworks (in about 10 minutes time) would earn 1,200 credits which would have taken me only a little less than 20 minutes to get when the shells were worth 25 coins each. That means skilled fireworks players potentially make nearly twice as much as someone who's good at the shell mini-game would have made back when the shells were worth more. But the issue is that some people aren't good at fireworks (or can't play fireworks well on a laptop) so they're getting left out on making as many credits. Also, you mentioned that you were didn't like the shell game and you seem to have a particular affinity toward the fireworks game. I doubt that your feelings would be the same on this issue if it were the inverse.
While not as bad at is in real life, inflation is still sapping the value of credits. Anyway, I don't have any particular love for fireworks. I always preferred Pirates. Doesn't change the fact that Fireworks is more about skill than shells. One requires timing, reflexes, and situational awareness, the other requires an internet connection with low ping and half decent reaction times. Obviously, the more difficult one has good reason to be worth more. Of course people don't like Fireworks as much, it takes effort to learn.
 

Diznywiz

Pirate 4 Life
#22
I'd like to see the shells worth more for now, while there is only 1 mini game to play, later when there is a choice of minigames then reduce or eliminate the shells, IMO.

I'm Fireworks challenged...LOL
 
#23
If you've every played VFK, you would understand the real term of "inflation of credits". It get ridiculous and it totally ruins the game, which as you can see.. that game is garbage.
You cannot compare VFK's inflation issue to most other games, because VFK has a strict no re-release policy. So what you end up with is item hoarding, people leaving the game, and thus every single retired item is falling out of circulation. If you're up for this type of frame of reference, beta and HOST items are always deflating. In turn, credits are inflating. VFK's inflation has less to do with credit distribution (demand pull inflation) and more to do with exorbitantly valued items (supply push inflation). The crisis there is that it's seemingly impossible to ever trade up; you have your permanently cheap items and permanently expensive items, and there is no way around it. This effect is made worse by economic certainty. If VFK is to be believed, the feather hat is retired and gone, and the Halloween costumes this year will never return. It's too predictable, and there is no mobility because of it.

When VMK re-released the flip hat, people got angry, but that's the kind of economic activity that prevents you from having the kind of hard socio-economic divide that VFK has. It keeps trade markets honest and regulates wealth distribution; deflates your currency by inflating items.
 
#24
You cannot compare VFK's inflation issue to most other games, because VFK has a strict no re-release policy. So what you end up with is item hoarding, people leaving the game, and thus every single retired item is falling out of circulation. If you're up for this type of frame of reference, beta and HOST items are always deflating. In turn, credits are inflating. VFK's inflation has less to do with credit distribution (demand pull inflation) and more to do with exorbitantly valued items (supply push inflation). The crisis there is that it's seemingly impossible to ever trade up; you have your permanently cheap items and permanently expensive items, and there is no way around it. This effect is made worse by economic certainty. If VFK is to be believed, the feather hat is retired and gone, and the Halloween costumes this year will never return. It's too predictable, and there is no mobility because of it.

When VMK re-released the flip hat, people got angry, but that's the kind of economic activity that prevents you from having the kind of hard socio-economic divide that VFK has. It keeps trade markets honest and regulates wealth distribution; deflates your currency by inflating items.
I just got too excited from this post.
 

Diznywiz

Pirate 4 Life
#26
You cannot compare VFK's inflation issue to most other games, because VFK has a strict no re-release policy. So what you end up with is item hoarding, people leaving the game, and thus every single retired item is falling out of circulation. If you're up for this type of frame of reference, beta and HOST items are always deflating. In turn, credits are inflating. VFK's inflation has less to do with credit distribution (demand pull inflation) and more to do with exorbitantly valued items (supply push inflation). The crisis there is that it's seemingly impossible to ever trade up; you have your permanently cheap items and permanently expensive items, and there is no way around it. This effect is made worse by economic certainty. If VFK is to be believed, the feather hat is retired and gone, and the Halloween costumes this year will never return. It's too predictable, and there is no mobility because of it.

When VMK re-released the flip hat, people got angry, but that's the kind of economic activity that prevents you from having the kind of hard socio-economic divide that VFK has. It keeps trade markets honest and regulates wealth distribution; deflates your currency by inflating items.
Haha, I remember Purple Baseball Cap being released again, and those who had them and thought they were worth everything were blown away when they became virtually worthless.

Right now it would seem there are many players who just don't have that Fireworks knack, and have no alternative except clams to generate some credits. I think there is a bit of of a discrepancy right now between ability to earn credits and being able to buy things that may get retired soon. Right now if you're an Ace fireworks player then earning credits will be much easier than for someone who doesn't care for that particular game, but really has no other options. In VMK, there was Fireworks, Pirates, Haunted, Jungle etc.. you could find what you were good at and earn your credits that way. I'm just saying there are not those choices to make right now, so it's clams or Fireworks, that's why many feel it would be good to increase clams while hopefully other games are in the works ( votes for Pirates!!! ). Currently any economic discrepancies are being caused by people's ability to earn credits and buy things. ( I guess my VFK stuff must be worth a fortune now , since i got everything that came out when the game started....but stopped playing!)
 

John

Well-Known Member
#27
This isn't going to happen, and it's not a good idea for all the reasons listed before me.
 
#28
Well I used to be one of those agreeing to increase, however, since they did fix the game I am getting much more credits now with not much effort or concentration.
Yes, Fireworks isnt everyone's game, it's not really mine either, but I don't really a point in increasing it to 25. Maybe like 15.... Idk.
 
#29
Not gonna lie, I was pretty psyched about it while I wrote it. Complaining about virtual economies is even more fun than complaining about real-world economies.
One day, I will read a serious book on Austrian economics, and then apply them to VMK. One day. Hopefully it won't turn me into a complete anarcho-capitalist.
 
#30
Seriously old shell game was too easy, 40 shells and you get 1000 credits. Now that fireworks is out, some people still want shell game and they decide to lower it to 10, so it takes 100 shells to get 1000. The way it should be, it shouldn't be TOO easy to get credits.
 
#31
One day, I will read a serious book on Austrian economics, and then apply them to VMK. One day. Hopefully it won't turn me into a complete anarcho-capitalist.
Lol are you kidding? You're saying that people should be limited in how much money they can make from a particular activity. Even if it's only in a game, that's still the complete opposite of anarcho-capitalism.
 
#33
One day, I will read a serious book on Austrian economics, and then apply them to VMK. One day. Hopefully it won't turn me into a complete anarcho-capitalist.
VMK's economy is a mixed market of socialism and anarcho-capitalism. It is bizarre.

Currency is socialist (public "means of production" in terms of mini-games, but the numbers can be manipulated by the "government"), and the trade market is largely anarcho-capitalistic, with the caveats of re-releases and all kinds of butterfly effect government manipulation (i.e. a wave of Halloween items being released deflates the credit, so Mickey Ears are worth fewer credits on the market; however, the staff have no direct regulation on the trade market).

Anarcho-capitalism can't happen unless they implement crafting or something. Mine metal, cut lumber, and harvest some kind of magical essence to create a Big Thunder Mountain Teleporter.
 
#35
Lol are you kidding? You're saying that people should be limited in how much money they can make from a particular activity. Even if it's only in a game, that's still the complete opposite of anarcho-capitalism.
Libertarian policies and anarcho-capitalism wouldn't actually apply that well to VMK. The game is built around a central bank for credits. . I meant, I hope reading the book won't turn me totally anaracho capitalist, and I want to write a non-serious/overthinking it paper on applying said policies to VMK anyway, probably revolving around society favoring the market preferred currency of something like Firewalls over the official sovereign currency of credits, and VMK government regulating the trade of that currency to the point where people fall back on unofficial currencies. I suppose you could spin it than since mini-games require time and effort by their nature, they are similar to gold minining, as there is little distribution of credits through things like subsidies.
Okay, we definitely need to Game Theory the political and economic history of VMK. This is too fun.
 
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