ECO 9.6 - Trucker Role You Can Create In Game | ECO Tutorial | Guide
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- čas přidán 26. 08. 2024
- ECO Economics and how to make money in the ECO Game has never been simpler with this new completely skill independent Trucker Role created with simple mechanics and incentives. I show you in ECO survival how to make laws to create this new Trucker role being rolled out in the ECO game on the DadSpeed server. ECO economics is a big part of the game, and it all evolves around buy and sell prices at stores, and the all important movement of goods. This trucker scheme can overcome even the toughest of servers with flat buy and sell prices that seem to suffer from a lack of transportation, transport opportunities, and ECO game economic trade.
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That's awesome Oearth! I know at least one player on the season who already plans to build a warehouse and be a Master Transporter.
Might be referring to me (Cypherwulfe)
@@thegamerdudeabides You bet
Really excited to see where this goes - lots of possibilities!
Smokey and the Bandit. Best movie ever made. Mic drop. I've seen it over 30 times, including at the theatre in '76 when it first came out. Every car that could was burning rubber out of the parking lot when it was over. RIP Burt, Jerry, Jackie. And Sally Field was every guy's crush.
Oearth, before the clip even played, my mind went immediately to the movie. Well Played!!
BTW, was Bill Waterson Land a shout out to the Calvin and Hobbes comic strip writer? If so, extra kudos!
I knew there was ‘76 era movie fan out there!! 😃
@@Oearth you missed my request for a rubber ducky voice channel
What a nice and creative way of handling this idea.
By the way, it would be nice to see how those laws are structured (and maybe even have downloads of the exported laws with that one mod I think rev made on the official server, whatever White Tiger uses).
It’ll need to run a while to see how successful it is (or not - lol), but I also am pretty sure more tuning is needed and the video is actually the 3rd iteration of us attempting to have a Transportation role! XD!
I know a couple people that are super excited for this system 😄
Definitely me
I’m excited about it too!! 😃
As one of your truckers, I thank you sir.
Looking forward to seeing where this goes. I think this video might of only scratched the surface. :)
As a trucker. Thank you for highlighting this
In the game, it occurred to me how critical this activity was to make economy work - it something I’m pretty excited to delve into!!
Yea and you can go in depth with fuel and emission taxes. Figuring out cost per mile/kilometer. I tried this out in a server one time but nobody went for it because the whole sell out of your warehouse thing.
Awesome ideas here 👍
After playing for a bit, the Master Transporter role is pretty fun. One problem with the warehousing approach to doing business though - if the tax is too high and the margins are too thin, it's a bit less attractive. With a 12% bonus, 20% taxes and 10ish% tax rebate you get 2% income which isn't that big. This can be especially problematic if you do the opportunity cost of buying cheaper things that fill up the truck with not much value or buying expensive things to make each truckload worth it but tying a lot more of your capital down.
Your pretty spot on. The payouts were tuned with the warehousing aspect in mind to provide a small margin of profit while still keeping the primary function of transportation to and from other player’s stores in the forefront of profitability. Phase 3 was rolled out a couple days ago that removed incentives for non-transporters to self supply, and added a small bonus to transporters upon delivery of goods, so things are still evolving. I am excited though to see how the new Transporter roll is evolving, and it’ll likely find its way into DadSpeed seasons as a permanent addition if the results continue to be positive.
I'd love to see examples of how you set up these laws and incentives in the court and census, I enjoy the videos but get lost, I'd love to set up this kind of system in my own server
In hindsight, I realize I didn’t actually show the opened law! Sorry about that; BUT, there been so much excitement and talk about this concept, I think I may revisit the topic soon!
No need to apologise @@Oearth :) I can see plenty of people in the comments who love this concept too! You've given me loads of inspiration to my private server and with your help I've been able to make it a lot more exciting! So thank you for your hard work
Nice!
We'll see what comes of the concept and opportunity! :)
i have my own eco server but only 4 of us play on it , recently wiped, just setting it up for a 24hour charity stream on the 9th/10th. i really like this idea but sadly with the little workforce we have its not currently viable for us but great vid !! .... o7
Like hearing about your charity stream!! Are you think about a 24 hr meteor strike kind of thing?
@@Oearth aha were not experienced enough to do that sort of challenge , its just a 24 hour stream and eco is one of the 6 games we intend to play for it , unfortunately 2 of us dont have star citizen else it would be 24 hours of sc haha
0.0 oh boy truckers are going to be a power house.
It's like introducing a whole new skill and occupation! :D
It's all I do on Dadspeed
When i'd played Eco a year or 2 ago I always placed my buying prices 5% above the selling media selling price. If the time I was online I spent it only working and not taking care of logistics, it means that my time was more efficient, and could produce and thus, earn more money. Its only logic... and at the same time you give work to ppl that need that fast cash
Wait, if a warehouse is selling and buying the same good for the same price, couldn't people just buy from them and then sell to that same store for a profit?
The video mentioned some ‘adjustments’ to the system would be made over time. That exploit was known, but iteration 0 of the system let that particular player misbehavior go so that the overall concept could be tested. Some changes were made since the video to hone that. Overall, the warehousing concept is trying to get worked out in advance of 10.0 when boats come into play, because we want a seafarer trade kind of “skill” to be available. The new towns/settlements system in 10.0 should make easier to put into laws, so this is an early test to see if there is even any interest in a transporter and warehouse gameplay. If so, then we will continue to tune this to the new laws. Hope that explains it - it’s known to be imperfect and exploitable, but it’s a first step to some potentially interesting gameplay, rather than everyone moving their own stuff around.
@@Oearth
I really like the concept. I like big worlds, but some players really dislike making long trips to move goods. I feel like this would make larger worlds more enjoyable to them.
I like this system my only concern would be how easily it could be to exploited. On purpose or accidentally. If two players decided to set up a 'warehouse' and the listed at the same buy/sell prices. Couldn't the just transfer there good back and forth for unlimited money? Also in the past I have set up store (usually government owned stores) that are buying/sell items at the same price. Could they just buy and sell the same items over and over and make the bonus? The first example could be done accidentally, but the second would be someone trying to break the system. Is there anything in the system to prevent this?
The way it is set up, that could work.
It’s a great question! And you are right, like many aspects of ECO there are ways to abuse systems, and each server may have to tune and adjust to match their server rules or laws. On this server, two players working in cahoots (like the cyclic buying) is against the server rules. We also have a kind of scaling sales tax that’s applied to a Store Owner when selling a product, so that “lazy warehouse” thing I described isn’t overly attractive because of that tax…it would actually be a slight loss each cycle for the “lazy warehouse”. Transporters could abuse if they don’t follow our rules. But on a different server they might have a sales tax on the citizen, so cyclic buying results in a net loss. It’s really about observing what happens and adjusting for each server. What I described in the video is actually about version 3 of the transporter concept on this server, and I have no doubt there will be a version 4. We value interesting gameplay over having airtight systems; in fact, we try to avoid having a lot of laws that try close abuses - that make things complicated, has undesirable side effects, limit ‘honest’ player creativity, and the like. We instead rely more on the server communities ethics - if folks come to DadSpeed, it’s because they want a good, active, and ever-evolving experience; not to enact abusive behavior and ‘win’ by dominating or cheating the system. Those folks get called out quickly and don’t last long - our community does a lot of self-policing.
7:30 There are so many exploits and degenerative behaviours incentivised by your idea. Was the game designer to "add federal taxes" to stores like that? I think you should just place adds, letting others players know that a trucking service is available.
You only have one problem: Players must make more money by farming all day and selling locally... than by farming a bit and then driving a bit. And you must let them know.
IF THE ISLAND IS TOO SMALL, THERE IS NO POINT FOR TRUCKING TO EXIST: