mrttao

Forum Fanatic
Jun 11, 2021
4,521
7,384
This is what I've coded into the engine so far:

New dynamic food system (WIP - up for discussion!)
The business of buying and selling food now demands more strategy, but can also provide a good yield for those who prepare and invest properly.
- There's a new random roll each day that determines the cost of food rations (3 or 4). This value is then further modified by various events - scourges, famines etc.
- Redhaven Market now has a pool of rations - that dynamically depletes and rebuilds itself. This pool will also be affected by the amount of rations the MC sells to the market.
- Redhaven Market starts to sell of more food rations after hitting 5,000 - causing the number to slowly decrease itself. - Redhaven market has a market cap (7,500). When reaching this cap, you can no longer sell rations to the market. The salesmen will however deplete this volume relatively quickly - down to 5,000.
- The market pool depletes very quickly during famines and somewhat faster during scourges.
- The price for selling and buying food will dynamically increase if the market pool is very low (below 250) or the opposite if it's above 5,000.

Food storage
- The MC can store a maximum of 1,000 rations in his home. If he exceeds this amount, rations start to spoil - (-25 per day).
- The MC can build a food storage silo/room that increases his maximum amount to 7,500. Exceeding this amount will lower rations with -25 per day.

Suggestions? Ideas? :)
I think changing daily is a bit too much market swing. Maybe change weekly? Or require repeated over time losses to become a famine?

It also sounds like it would be relatively tedious micro unless you can automate it via the girl titles. (we do have a girl responsible for buying food. Make her sell excess, etc).

If you do automate it, it would be rather involved. probably require a table where you can input values that looks something like:
faminenormalexcess
autosell to
autobuy to
where you can input numerical values to automate it.

I would also be weirded out as to why you can do such basic market manipulation yet other merchants don't. And if they are all doing it then why are they selling you food at a discount when they can just hoard the food for the next famine?
 

nononomaybe

Newbie
Jun 6, 2018
85
182
Wow the food market discussion got intense.
For my two cents this sounds like Feature Creep.

A: "Oo, this game has some sexy slaves to buy and fuck! Nice."
B: "Just wait until you see the detailed economic simulation of a city's food supply."
A: "Aw shit! Forget spanking hot chicks when I can watch those food prices go up and down!"
AccountingIsImportant.gif
 

Konstantinus

Engaged Member
Feb 25, 2019
2,282
2,050
Labor isn't free, you had tobuy and train that slave. and there is the opportunity cost of not having work a better paying job
Only 6000 for the best gardening slave that instantly gives +100% food. Then an upgraded garden with gardentools gives so me 19 Rations every day which is enough to feed me and my harem everyday and leaves 4 rations for stash. That means that May-Linn is bringing about as much income as Nicole which if you sell all during famine with raiders even more then the best paid job at the golden dragon bringing.
 

mrttao

Forum Fanatic
Jun 11, 2021
4,521
7,384
Only 6000 for the best gardening slave that instantly gives +100% food. Then an upgraded garden with gardentools gives so me 19 Rations every day which is enough to feed me and my harem everyday and leaves 4 rations for stash.
1. my upgraded garden with tools is giving me 11 rations a day. how did you get 19?

2. moving the goalposts. You just explained why it is a worthwhile investment of 6000$ for a ROI of 19 food/day. But the claim was that it is "free" and I explained it is not, it costs you 6000$ (plus 1/4th the annex cost, plus opportunity cost of slave limit, plus cost to upgrade the garden and buy the tools)

3. you didn't address the opportunity cost. You can only have 6 slaves. I have all 6 of mine working as science professors earning 110$/day and 4 inf/day and a bunch of stats and skills. (performer earns the same btw if that is your preference)

110$ + 4 inf are worth more than 19 food. In fact if we ignore influence, the dollar value alone means that for every 1 unit of food you make, she could have instead made 5.79$ working at a top tier job.
And that is if she earns extra 19 food a day. as mentioned AFAIK you get extra 11. which means for every unit of food she could have gotten instead 10$. Meaning working growing food is a loss compared to buying food and working a good job.
 
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♍VoidTraveler

Forum Fanatic
Apr 14, 2021
5,433
14,045
The solution would be a feature to transform slaves in rations and leather! :devilish:
Go play mortal online:

Avatars that do not wear armor or clothes are completely naked. Naked players are a relatively common sight, either because they choose so or because they were killed and have not had a chance to restock. When the avatar is killed, the player loot bag includes a corpse and a named head. Corpses can be consumed, butchered or cooked. The heads can be collected as trophies or eaten. Occasionally, heads of well-known players are offered for sale on the game's official forums or the in-game trade brokers. Butchering a corpse yields materials including skin which can be used to craft clothes.
 

dmmt

Well-Known Member
May 8, 2020
1,003
972
I have fears concerning the overall development I see. Please dont get me wrong, GD has been and is a phenom Developer, responding readily to player input. My concern, those games in my age group will recognize I think (I'm 65 FTR)...

who remembers a Microprose serial of HUGE success; Masters of Orion? Then MOO 2 was a phenomenal game. Then came Quicksilver and MOO 3. I was active on the dev forums for MOO 3 from day 1 and from day 1, QS insisted they were opposed to games that created a micromanaging nightmare. Then with MOO 3, they developed a micromanaging nightmare. The only thing that saved that game, was the advent of player mods.

Harvest figures, marketing management. Please dont turn this slave-management game, into a farming simulator. I was born and raised on a farm. There are reasons I left the farm and never looked back.
 
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Strec

Active Member
Feb 20, 2018
576
367
At 60+ we have seen enough game drowing and the game market changes to become detached and learned that the only way to take fun is now to play that we have while it's fun and to switch to the next game when the fun is gone :)

For now MOR is one of the better games here so have fun and don't dream too much.
 

M.Sato

Active Member
Jul 4, 2018
573
3,474
Bout all this MoR - Commodities & Future Markets EP, I think it's great the Dev and community are invested in making Raana a more colorful 'n' lively world, but this makes me a bit worried we're stepping on a road that will take away what appealed to me in the first place: its simplicity and the freedom it provides.

Because why stop at food? Surely those bullets don't magically spring in the weapon store, there are production and supply chains which can be disturbed by raiders or ramp up by the discovery of new ore mines, which would affect the job market and cause inflation driven by manpower shortages; and if the factories are on the hunt for able bodies, it's only logical there is a decrease in the number of common bandits, the crime syndicates would have a harder time recruiting and even your slaves might be more willing to make a run and build better lives for themselves.

There is also the question of your bottomless backpack, the infinite game on the hunting spots, fish on the water, endless merchandise... At some point "it's game logic" must prevail.

IMHO new features/mechanics should answer 2 questions: (1) are players obliged to deal with it? and (2) is the processing required noticeably higher? If either answer is yes, do not implement it.

A variation of $1 in ration price and a cap of 5000 is something I can ignore, if all background calculations required will affect performance I can't say. I just hope Grimm keeps MoR as a "be whomever you want to be" thing and don't turn it into a "be a farmer/speculator/HR manager who occasionally gets laid if not too tired" thing.
 

♍VoidTraveler

Forum Fanatic
Apr 14, 2021
5,433
14,045
Harvest figures, marketing management. Please dont turn this slave-management game, into a farming simulator. I was born and raised on a farm. There are reasons I left the farm and never looked back.
There is more than one way to earn dough in this game.
If you like fighting, then go and fight instead. Nobody is stopping you.
On a side note, MOR isn't a "slave-management game," it is a game WITH slave management. ;):coffee:
 
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♍VoidTraveler

Forum Fanatic
Apr 14, 2021
5,433
14,045
Bout all this MoR - Commodities & Future Markets EP, I think it's great the Dev and community are invested in making Raana a more colorful 'n' lively world, but this makes me a bit worried we're stepping on a road that will take away what appealed to me in the first place: its simplicity and the freedom it provides.

Because why stop at food? Surely those bullets don't magically spring in the weapon store, there are production and supply chains which can be disturbed by raiders or ramp up by the discovery of new ore mines, which would affect the job market and cause inflation driven by manpower shortages; and if the factories are on the hunt for able bodies, it's only logical there is a decrease in the number of common bandits, the crime syndicates would have a harder time recruiting and even your slaves might be more willing to make a run and build better lives for themselves.

There is also the question of your bottomless backpack, the infinite game on the hunting spots, fish on the water, endless merchandise... At some point "it's game logic" must prevail.

IMHO new features/mechanics should answer 2 questions: (1) are players obliged to deal with it? and (2) is the processing required noticeably higher? If either answer is yes, do not implement it.

A variation of $1 in ration price and a cap of 5000 is something I can ignore, if all background calculations required will affect performance I can't say. I just hope Grimm keeps MoR as a "be whomever you want to be" thing and don't turn it into a "be a farmer/speculator/HR manager who occasionally gets laid if not too tired" thing.
Great job at giving him ideas, i'm not responsible for what happens now. :ROFLMAO::coffee:
 
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ShinCore

Active Member
May 19, 2020
614
666
That was fast! I thought it will require much more time for that. The food is a commodity of prime necessity, so there should be law that will forbid anyone to deplete the whole market..

The most punishing action for player will be taxes, but for now we don't have them at all. And probably you should also have trading license and pay trading fee if you enter different cities. I don't know if we really need all these complexities..
taxes are in the game, but the are negligible after early. also, SHHHHHHHHH.

DONT GIVE GRIM MORE IDEAS.
 

ShinCore

Active Member
May 19, 2020
614
666
Here is a copy from wiki:


You can obtain certain slaves for free in Raana or purchase them at Kymanto for varying amounts of money.

Develop these girls' obedience and useful skills. Then submit them to the Town Hall for testing and sell them if you believe the price is reasonable for the amount of time and effort you have invested in them. Excellent prices start at $15.000. If you want more, you must up the girl's abilities a few notches. We've heard rumors about the top girls garnering $18,000.

+ Influence | + Money | - Risk | + Skill-Requirements | ++ Money-Requirements


I haven't dipped my fingers into this because i don't really find it interesting so this is all that i can help with here. :giggle::coffee:


THIS IS THE CURRENT RECORD ON DISCORD:

1660778110708.png
 

dmmt

Well-Known Member
May 8, 2020
1,003
972
yet VT, it was your objection to the existing market status, that led to what I am cautioning against. Id use your own words...if yu dont want to "engage in X", then dont.
 

♍VoidTraveler

Forum Fanatic
Apr 14, 2021
5,433
14,045


THIS IS THE CURRENT RECORD ON DISCORD:

View attachment 1989910
Not bad. Not bad at all, i wonder how long did it take you to train her to cost this much. :whistle::coffee:
Actually, what is even the upper limit? Is there even an upper limit?
Can you work a slave enough to make her price go up to like... 100k? :unsure::coffee:
 
Last edited:

ShinCore

Active Member
May 19, 2020
614
666
Wow the food market discussion got intense.
For my two cents this sounds like Feature Creep.

A: "Oo, this game has some sexy slaves to buy and fuck! Nice."
B: "Just wait until you see the detailed economic simulation of a city's food supply."
A: "Aw shit! Forget spanking hot chicks when I can watch those food prices go up and down!"
View attachment 1989563
ROFLMAO

in all fairness, the porn element of the game is just one pillar of the game structure. Grim has always stated that he wanted an "realistic adult themed open world RPG experience".

this is something that you cant get (at least the sex aspect) anywhere else than NSFW games. there are incredible dystopian simulations/RPG games out there, but obviously they abstract/censor/ignore the sexuality of the human interaction components of the game.
 

♍VoidTraveler

Forum Fanatic
Apr 14, 2021
5,433
14,045
yet VT, it was your objection to the existing market status, that led to what I am cautioning against. Id use your own words...if yu dont want to "engage in X", then dont.
Of course i would object, market was rather boring after all, why not improve it since we also had a perfect opportunity due to a loophole that was found? Now the market will be far, far more interesting. Everyone wins.
I don't really get what your problem is, if you don't like market then just ignore it. :rolleyes::coffee:
And yeah, don't worry about me, i won't engage in X if i don't want to. :ROFLMAO::coffee:
 
Last edited:

ShinCore

Active Member
May 19, 2020
614
666
I have fears concerning the overall development I see. Please dont get me wrong, GD has been and is a phenom Developer, responding readily to player input. My concern, those games in my age group will recognize I think (I'm 65 FTR)...

who remembers a Microprose serial of HUGE success; Masters of Orion? Then MOO 2 was a phenomenal game. Then came Quicksilver and MOO 3. I was active on the dev forums for MOO 3 from day 1 and from day 1, QS insisted they were opposed to games that created a micromanaging nightmare. Then with MOO 3, they developed a micromanaging nightmare. The only thing that saved that game, was the advent of player mods.

Harvest figures, marketing management. Please dont turn this slave-management game, into a farming simulator. I was born and raised on a farm. There are reasons I left the farm and never looked back.
Bout all this MoR - Commodities & Future Markets EP, I think it's great the Dev and community are invested in making Raana a more colorful 'n' lively world, but this makes me a bit worried we're stepping on a road that will take away what appealed to me in the first place: its simplicity and the freedom it provides.

Because why stop at food? Surely those bullets don't magically spring in the weapon store, there are production and supply chains which can be disturbed by raiders or ramp up by the discovery of new ore mines, which would affect the job market and cause inflation driven by manpower shortages; and if the factories are on the hunt for able bodies, it's only logical there is a decrease in the number of common bandits, the crime syndicates would have a harder time recruiting and even your slaves might be more willing to make a run and build better lives for themselves.

There is also the question of your bottomless backpack, the infinite game on the hunting spots, fish on the water, endless merchandise... At some point "it's game logic" must prevail.

IMHO new features/mechanics should answer 2 questions: (1) are players obliged to deal with it? and (2) is the processing required noticeably higher? If either answer is yes, do not implement it.

A variation of $1 in ration price and a cap of 5000 is something I can ignore, if all background calculations required will affect performance I can't say. I just hope Grimm keeps MoR as a "be whomever you want to be" thing and don't turn it into a "be a farmer/speculator/HR manager who occasionally gets laid if not too tired" thing.
these are valid concerns. there is another game listed here on F95 that has a appearance and other game elements that are very similar to MoR.

HOWEVER, its developer(s), while very technically competent, seem to be overly focused on the technical features of the game, and less so about the core game loop that is the majority of the player experience. this is, of course, purely my own opinion.

that being said, in my opinion, MoR's core game loop has always seemed to be "humble beginnings, rise to the top via however you want". slave management and the sexual aspects of the game are a primary pillar of the game, but not the only one. its important to offer multiple avenues that are equally valid to that goal to accommodate player preference and freedom.
 
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