Remove footfall to balance out the playing field

Fair, not all builds are going to make great income. But just the same, not all shops are going to make decent income either, even if they have the best prices and fair profit margins. At the end of the day, income does not distribute evenly no matter what you do. Location is always going to be a huge factor. foot traffic is a huge factor. All the same, except in a few circumstances, footfall income is pathetically low in comparison to shop keeping anyway. If it gives those who would otherwise make 0 income (such as myself) then I don’t see it as a mechanic that should be removed.

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I cant see a problem with footfall i have only been building my city for a week now and am already earning 2-3k a day off of it. witch without it i would barley be able to survive. I can understand wanting to build in a location because of its beauty. If you want footfall build a portal?

What about all the other builders? Footfall is a 1% mechanic, there can only be a very few select winners, 99% of builders, who try their hardest, are gonna get dirt footfall.

Come look at our ■■■■ build on Tana VII its Thraxxia the second largest city on the planet in only a week

You make an Alt, you make people pay to enter and see your art, you make people pay to use your portals, you make people pay for you to build things for them, while they supply the resources.

It’s funny how any other ‘Job’ in the game, people whille yell at you and tell you to make an alt to do the job.

And when those same people defend Footfall by claiming ‘Builders can’t do anything’.

So I turn your arguement back on you. Make an Alt to gather and sell things for you. Make 2 Alts, one to Gather and one to Craft the wood and stone and brings for making the buildings.

It’s an MMO. You can’t Solo, you have to work with other people, you can’t just be a builder without someone supplying you, either an alt, friend, or guild/town.

Man up, and grind away like the game is designed, and how everyone wants you to play.

That passive income still required you to invest resources and plots into roads, and locate areas that will grow and generate income. You’re building settlements, and deserve to be compensated for that work. If you received no income for building roads around settlements, would you still provide that service? How much smaller would those settlements be without you doing that? How much would the community suffer from your absence? How many settlements wouldn’t exist at all today if footfall was removed?

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I didn’t do it to be helpful. It’s an exploitative mechanic that makes crazy passive income and takes little to do. A few plots and some blocks 5 wide. For selfish reasons I put in minimal work to get guaranteed passive income. No I don’t think that’s a good mechanic.

Building is my grind, and it’s the playstyle I prefer. I’m making modest income doing it.

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Then perhaps, the solution would be to adjust balance so that builds require higher base prestige than what your roads alone can achieve.

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Still have not seen one argument for footfall that doesn’t want money for doing nothing. Just because your “Building” a settlement or city of hamlet or whatever doesn’t mean you should get money for nothing. The whole economic implementation of footfall is wrong. It should be more like land tax, build near a settlement then you have to pay for that privilege and then in return you get “input something” a tax break or a .5% discount to shops or free portal fuel or something. Footfall works totally opposite to how it should work.

I’m a new player (only since 1.0 release) and I settled into a settlement near a portal seekers hub. I started a small shop there. The footfall traffic is only a few hundred coins so it’s not game breaking but that allows me to have coin to put into request baskets for items I need and so other people can earn coins to buy products that they need.

I think it is a great mechanic to help stimulate the economy. It’s not game breaking in any way and I certainly DON’T feel that I “missed out” by not getting the head start time. I didn’t settle there just to get the footfall traffic it is just a happy byproduct.

Not only does it help me create an economy for the local players it also encourages me to work more on my plots and build them. Surely that helps everyone?

This is my opinion shrug

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Now you guys want to remove the footfall from the game…

The way to increase footfall is not build a large place.
Open more portals to connect to more places will give u more traffic.

EA players didn’t get any advantage by just 2 week ahead of u guys -_-
We know how to use the best method to achieve the best result base on our Alpha Beta Experience.
This is the reason we can get better profit than you guys, not the footfall / bomb mining / or other things u point out.

No matter how you change the game we can still get better result at the end.
You guys just need more time to understand the game better as we did during the alpha beta.

Also the portal net work guild require that money to remain the traffic system for you guys.
If you remove that, it will make them harder to maintain the current net working system.

Trust me, it will cause more inconvenience for you guys at the end.

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Then you have either not read those arguments or you are simply dismissing them out of hand. My argument is that it is not “doing nothing”. If you want other arguments besides “free money” then how about the effect it has on growing settlements that would not otherwise exist, or stimulating economic growth overall?

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Just as highly populated areas in the real word will get more shoppers, and more people spending their money on the city. Same thing happens in boundless.

Only by rewarding people for making structures & settlements worth visiting, will they strive for that. Certainly there’s groups who’ll build settlements purely out of love for aesthetics, but there’s groups who’ll seek to gain the most out of footfall. There’s groups that without footfall being there, will put a limit to their creativity, to their usefullness. With footfall, settlements and buildings stop being just a pretty face, but become magnets for people to come, because they have a use going there (shops, displays of what you can do in game, organized hunts, museums that show the different blocks, etc)

As mentioned by @Havok40k lines above, a group of shops with higher foot traffic can choose to lower their profit margin on items, by trying to call more visitors with the better deals. That extra coin will help them keep those margins. Those low costs will bring more people, and more people give more chances for a potential income.

Not everyone is gonna make as much money out of footfall, just as not every place or settlement is equally attractive to the playerbase, those that generate more foot traffic should be rewarded for it, footfall is the answer to that.

Take into account the fact that the universe is ever expanding, knowing all the shops out there is impossible. Buyers will go for what they know, what’s convenient, what’s within reach. In the end the universe expands, and people will end up distributing footfall somewhere else.

There’s people who’ll care about footfall alone and would always settle on the densest cities, and there’s people who’ll value their privacy and settle far away, not even minding footfall at all.

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once again the argument is more traffic to get more free coin. where is the economic sense in that in this type of game. everyone might as well build in one location then, instead of spreading out over the world they are on. I still don’t understand why Trading / buying/ selling isn’t the economy, if you removed footfall then you would make the other 3 a requirement and yes footfall so some people it maybe only a handful of coins a day but to some others it’s 10’s of thousands a day for doing?

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Why should i want to build at the same location with people i don’t know ?
The place you want, maybe i don’t like the color design / bio …etc

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Well clearly, based on the fact that people still chose to build away from cities foot fall is not broken. It does not provide so much income that it makes people feel they’re forced to build in one giant city- as evidence by the fact that such a city does not exist. Income from footfall is very modest, and can be achieved by anybody who is willing to put in the plots and resources to do it.

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@Cossack1977 as I said above I use the footfall coins to go into request baskets so as to stimulate the economy in my area. I don’t build just to get free coins.

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Also trust me or not 10 thousand a day is nothing for old players.
We only consider that money for slightly extra profit everyday.
I sell one power coil / day i can get 20 thousand / day.
Usually i sell more than one power coils / day.
(Average 50 -100 thousand for my income / day)
And i am not the really rich person in the game so far, most old player have more money than me :slight_smile:

Because my play style is more like a builder instead of a business man.

and in your case your using it for the benefit of your economy in your settlement but you would be part of the minority. This was all just sparked from another post i was reading where the answer to everything was just buy it. not 100 coin items i’m talking 10-20-30k items. Then they go on how money is easy when you earn “X” free coins a day. Got me thinking to why is this even in the game. No other MMO gives you coin for nothing and it really is for nothing. It’s not like roads degrade or there filling up portals at hubs. there not offering a tangible service for free coins.

For comparison as a pure builder who prefers buying or trading services for income and materials, I have 70k coin and make 5-10k per day. Less, now that Biitula Consortium is no longer the center of the universe lol!

I have 4 main properties, only two of which generate income for me since the other two are built on a guild member’s plots instead of my own.

  1. WIP temple build that will be turned into a repository of knowledge to hopefully draw extra footfall income some day.

  2. Greenhouse build that is purely a tourist attraction and a labor of love

  3. A bridge across a wide gorge that generates me the most footfall, but also provides a valuable service!

  4. a WIP small market that I hope to encourage shop keepers to populate to draw some REAL income soon!

None of these builds would have been possible or even worth starting without the existing footfall mechanic (and lots of help from friends!)

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For shadow dragon market, right now only like 2k - 4k / day XD

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