fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • November 27, 2024, 05:07:03 am
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Play WikiBoy BugTracker Developer's blog
Pages: [1]

Author Topic: We need a better crafting system to support player driven economy!  (Read 2200 times)


I ask to buy plasma rifles on ch0 and the responses I get are "Not worth the time to craft item" Wich is tottaly true!!!

There should be only 1 timer, either for harvesting OR for crafting, but not for both!!! I think the timers really need to be reworked.
Re: We need a better crafting system to support player driven economy!
« Reply #1 on: February 03, 2011, 08:54:33 pm »

Economy is broken, I must agree. I think the biggest problem is the bank interest.

Crafting is, of course, affected by this. Why would anyone mine resources in a dangerous, PK ridden mines to make plasma rifles when he can just go to a merchant and buy some for 7k in caps?

7k caps is nothing when you're earning 100k a day by basically doing nothing. (interest)
Logged

TheGreenHand

  • TGHGWC
  • Offline
Re: We need a better crafting system to support player driven economy!
« Reply #2 on: February 03, 2011, 08:57:33 pm »

This should maybe be in Suggestions.
I think a good way to improve on player on player trading would be to add some auction house type building in NCR.  A booth outside for listing items, and a Hinckley type place inside (no weapons or armor) for bidding on items.  That'd greatly improve trading.
Logged
Re: We need a better crafting system to support player driven economy!
« Reply #3 on: February 04, 2011, 12:02:40 am »

This should maybe be in Suggestions.
I think a good way to improve on player on player trading would be to add some auction house type building in NCR.  A booth outside for listing items, and a Hinckley type place inside (no weapons or armor) for bidding on items.  That'd greatly improve trading.

this isn't wow :S
Logged

avv

  • Offline
Re: We need a better crafting system to support player driven economy!
« Reply #4 on: February 04, 2011, 09:25:56 am »

Worst blockade to p2p trade are alts. It's easier and faster to just craft everything with your alternative character than find a suitable player trader and arrange a meeting.

this isn't wow :S

So what? When it comes to player to player trade, of course we want the best and easiest method to exchange goods.
Logged
Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.

Michaelh139

  • Goin for 900,000...
  • Offline
Re: We need a better crafting system to support player driven economy!
« Reply #5 on: February 04, 2011, 02:43:37 pm »

Worst blockade to p2p trade are alts. It's easier and faster to just craft everything with your alternative character than find a suitable player trader and arrange a meeting.
Exactly... :C
Quote
So what? When it comes to player to player trade, of course we want the best and easiest method to exchange goods.
Fact is, the current trading system in general, (arranging a meeting, taking a risk with your buyer, [guy might keel youu] and other dangers to it) is very fallout-like, I love it.  Dark, almost mysterious, dangerous.

"you want a new gun eh?"
"Yeah, got some business to take care of."
"well just meet me outside of town and I'll have your gun."
"deal"
"pow"
Logged
Whenever I say something, imagine \"In my opinion"/ being in the front of every sentence.

avv

  • Offline
Re: We need a better crafting system to support player driven economy!
« Reply #6 on: February 04, 2011, 02:57:00 pm »

Fact is, the current trading system in general, (arranging a meeting, taking a risk with your buyer, [guy might keel youu] and other dangers to it) is very fallout-like, I love it.  Dark, almost mysterious, dangerous.

"you want a new gun eh?"
"Yeah, got some business to take care of."
"well just meet me outside of town and I'll have your gun."
"deal"
"pow"

Maybe, but this also leads to alting. Players rather powerplay than than feel cool falloutish wibes.
So guess the best choice for p2p trade is alt-free, falloutish but still easy to access. Falloutish can be achieved in many ways. To some certain interfaces and sounds make falloutish.
« Last Edit: February 04, 2011, 02:58:40 pm by avv »
Logged
Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.

Ox-Skull

  • TRH
  • Offline
Re: We need a better crafting system to support player driven economy!
« Reply #7 on: February 05, 2011, 07:07:42 am »

The main problem is, u cant tell if the guy ur dealing with is some murdering raider.

While this isnt WoW, maybe it should be (in some ways), cuz if the Harshness keeps up, the player count will go down.
There is already enough harshness.

I meet new players, and all they tell me is, I die alot.
This will not keep them playing if they are dying over and over again.

Ive been playin long enough to avoid these issues of dying, didnt die for 3 weeks since wipe.
sooner or later only the PvPers will be remain.

If u cant reply with a decent response to this post, THEN SHUT UP.

P.S. i eagerly await the wipe, for the new Tier 3 crafting system.
Logged
Ranger of the Wastes. The Wastes still needs civilised people.
Re: We need a better crafting system to support player driven economy!
« Reply #8 on: February 06, 2011, 12:49:02 am »

As many peoples whos can't dot more then just trolling, i will say "Suffer!". But it wil ruin game, some day, and this game became another shooter. and may be even with 3D.

P2P realtions must be the main point of economy system, and trading with merchants role should be lowered, as also farming role. For now crafting 7.62 ammo and MFC are nonce. I am dnt sure that you can find at least ONE player whos still craft it. But crazy requirements (special places) still here. Whos crafting assault rifles today? Noone. Whos crafting 10mm smg? Noone. I can ask such questions many times, but always here will be only one answer - NOONE. Does it cool?

Crafting system should be reworked, an most items should be rebalanced on their prices and availability. Here all items should be usable and MOST craftable. Decrease the farming role, else it will be "whos cares what are you can craft if i got mass caps and i can buy it?". Interest in banks SHOULD be reworked.

And one more word: pistol, which shots as sniper rifle is a noncense, even it came from Fallout 2. Yes, i am about Gauss Pistol. Its ranged should be lowered to 35-40.

Thanks for reading.
Logged

John Ryder

  • Problem, Surf?
  • Offline
Re: We need a better crafting system to support player driven economy!
« Reply #9 on: February 06, 2011, 04:34:23 pm »

Maybe just remove merchants and let players set their own shops? Hire a merc, put stuff on him, set prices and he will work like a vendor, making money for his owner.
Logged
 - It's intended!
Typical FOnline roleplayers
Re: We need a better crafting system to support player driven economy!
« Reply #10 on: February 06, 2011, 06:35:05 pm »

Good idea. But its need time and hard work to be done. Cause its need more scripts.
Logged

TheGreenHand

  • TGHGWC
  • Offline
Re: We need a better crafting system to support player driven economy!
« Reply #11 on: February 06, 2011, 06:37:47 pm »

Maybe just remove merchants and let players set their own shops? Hire a merc, put stuff on him, set prices and he will work like a vendor, making money for his owner.

Yeah, this would be a good idea, but would they be loot-able or not?
Logged
Re: We need a better crafting system to support player driven economy!
« Reply #12 on: February 07, 2011, 06:05:38 pm »

Their loot should linked to conatainer, which can open only one whos hired that merc.
Logged
Pages: [1]
 

Page created in 0.087 seconds with 22 queries.