Other > Closed suggestions

flood of items from encounters

<< < (3/4) > >>

Badger:

--- Quote from: avv on February 03, 2010, 05:16:48 pm ---Yeah the prices are crazy. I've never bought any guns or armors from shops. The prices could be significantly cheaper but there has to be a way to stop people bying them with useless crap -> shopkeepers only accept cash or quaity stuff that's related to their bussiness.

--- End quote ---

I don't know, at first I supported that idea but I think it's actually something that stifles trading. Think about it. If you want to buy a gun, you have to have guns to sell. Think about it. You can't save up mausers and stimpaks and flares and finally cash it all in to buy a shotgun from a gunstore.

I think traders should accept it, but if it's 'not part of their business' it gets converted into useful stuff in a minute. If people want to build a load of radios and then sell them, I guess that's what the crafting system is for. People need to earn gear somehow. I don't like it, it feels cheap, but I also figure that's the point in crafting.

Traders shouldn't be a source of cash. Cash should be from quests, traders should be for gear. Currently, cash is only used for the big purchases, and nobody spends it. Traders should be where you spend cash, not where you obtain it. But nobody spends cash at traders because everything is too expensive/nothing useful in stock.

Bases and tents being undiscoverable are also huge contributors to the economy not flowing. Why buy a gun when you have an enormous stash of guns that nobody can discover?


On a side note, because of this thread I started wandering around checking traders. Didn't we used to have a better 'fixed inventory' system than this? We seem to have gone backwards in regard to traders having useful gear in stock.

Quentin Lang:
Oh come on, thoes encounters in the most lucky case give only shitty desert eagles, assault rifles or combat shotguns.

Solar:

--- Quote ---As for pricing - prices are based on mat cost + cooldown fee. BA armor require f load of mats ~20k worth + around 13h craft timeout ..  thats why its as expensive as it is.
M60 - is worth around 10 k in maths + 5h timeout i think - i guess 15k is the price - 30k is some ripoff ;]
--- End quote ---

The other way round, materials are based off the price. Which I think are just arbitrary values, if I remember correctly.

On another note, 13 hour timeout? $2300 for shotguns shells? This sounds strange.

CA should take ~5 hours and 100 shotgun shells base price is $1400 (currently)

avv:

--- Quote from: Badger on February 03, 2010, 05:42:41 pm ---I don't know, at first I supported that idea but I think it's actually something that stifles trading.
--- End quote ---

Actually you're right lol. Like Attero said, the prices are based on time/mats/whatever. Something that Solar worked and thought over.
The economy is based on players making the stuff and letting it cycle. It's a good concept. If only selling and buying was easier so that we could get some real offer/demand charts and competition of prices. "Who sells cheapest shotguns" etc. Other issue with natural competition are npc merchants. Nobody wants to sell shotguns for less than npc offers from them.

So cash source and npc merchant role could be revisited. How? That's a job for some expert on capitalism.

Badger:
Well, either way, I think a lot of prices should be looked at and adjusted. My barter is 16%, and it costs $23 for a shotgun shell from Sha Enin in the NCR. $13 for a 10mm round. $13,000 for a combat shotgun/FN FAL. Nobody's going to buy that. I'll screenshot if you want.

If I figure right, base prices are the absolute minimum a player could possibly pay for that item, right? The base price isn't the maximum, so everyone actually pays a lot more.

As for trying to establish the role of NPC traders, I'd just say treat it as you would a business. We want people to be constantly spending money and exchanging goods. NPC traders should be the backbone of the economy, with players fulfilling the need for rarer goods.

An economy that works has cash and goods people want constantly changing hands. At the moment, that's not really what we have. Ideally, this cash and goods would be exchanged willingly. This is the problem. How do we get players to spend money?

There's a lot of answers to that. My own suggestion would be to make absolutely everything a whole lot cheaper. Little things like mercs and rooms and cars should also be sucking money out of players' pockets.

A few ideas related to that:

Mercs respawn. Now people are prepared to throw down $5,000 on a merc, because they won't lose them in one random encounter. After a while, the merc won't be strong enough for their needs and they'll upgrade. They also have to keep them supplied with guns and ammo.

Cars can be refueled for a price. You don't get the MFC cells. You just stop off at certain traders, like Smitty, T-Ray, Skeeter, and just ask for them to refuel your car. They do, and it costs you caps/barter. Cars themselves could do with being cheaper, I barely see any around these days.

Rentable rooms replace tents. It'll be unpopular, but players will have to pay for a safe place to store their stuff. Players ought to get the option to pay in either caps or barter. This'll require the whole renting system to be expanded, though, in terms of both maps and scripting.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version