Other > Closed suggestions

Encounters, Bots and the Economy

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Aryan:
My suggestion is to remove most/all high tech looting from encounters and rework the crafting timeouts too suit.

The idea is caravans like san fran and broken hills are unlootable or drop only a small amount of ammo where raiders and other encounters carrying lower level loot (pistols, smg, mauser etc) are fully lootable.

This creates a situation where all high spec items like avengers, lsw, rocket, mini etc are still required to be crafted to exist in the game and continue to maintain a reasonable value proportional to the effort and specialization required to create. While on the other hand 10mm pistols, mausers and other low spec weapons will be easily obtained and of little value to established players.

The logic behind this suggestion is any new players entering the game will have access to equiptment suited to their experience easily due to the ease of aquireability and relative worthlessness to high level players of the items, as per basic economic laws of supply and demand, removeing the barriers to entry for new players. Avaliable also is the option of mining and crafting raw materials to trade for weapons/ammo not gifted by other players.

Intermediate players who wish to make caps can do so from a very early level (eg. bg1 can be obtained with a lvl3 charcter) crafting mid level non lootable items such as rocket launchers and ammo.  As a real world example rocket launchers regulary sell to other players for 3000+ caps. These are not isolated purchases and there are a number of established players who will buy almost all mid/high spec weaponary you can throw at them. Also its likley by this stage a player will be looking into buying a small base and at current player prices for items this is reasonable prospect to achive with a small group.

Advanced players from well established factions tend to be more pvp oreintated (not all but most) and while having faction crafters, are generaly willing to purchase weapons and ammo rather then craft(leveling aside). Hopefully, with the new town control system destined to be a major source of caps in the game the more powerful factions will fight a little harder to maintain control and hopefully feed those caps obtained back into the economoy rather then horde and craft. Some balance here will need to be worked on ot make it worth their while.

Whats required to achive this? Greater bot control, wound back crafting cooldowns and revised xp.

The economoy is currently artifically deflated due to bots (sign cooldowns are just way too large when even botters are complaing) and id say a good portion of all factions either have bots or access to botted resources. This isnt a personal attack on any particular faction this is just the reality of the situation and while this exists larger groups have much lowered incentive to trade for resources and weapons. Without the boting item prices would be much MUCH higher, where as now they are reasonably inline with their 'values' a good economic indicator cooldowns are too high.

This has been suggested before but limiting number of mines per resource encounter is key, preferably not a single mine but maybe 5 or so. This prevents milking a single encounter (as we see in cars atm) although care must be taken as this has the possible effect of artifically increasing the mining cooldown while searching for another encoutner.

Another method would be to make it impossible to land cars/caravans into a resource map (seems already implemented). The more randomisation in location and avaliability of resources the harder it is to code a bot to seek them, but no doubt you already know this. While higher end coders could probably work around this with time and more complex coding this at least cuts out a good portion of the people using basic autoclicker programmes.

Xp has a great influence on the economoy throught the critter xp nerf. People are more inclined to buy resources and craft their own guns because there aren't many stable sources of xp to lvl. Establish players become interested in purchasing guns but no where near as much as they would be if crafting wasent the major source of xp.

As for cooldowns theres no reason to go into that too much here, theres an entire thread related to cooldowns and reasons why they are too large but needless to say they need restructuring.

Gorlak:
these some of the best damn suggestions i seen yet, son!

Sailor:
oooohhh damnnn

Spotty:
I would love to see these ideas implemented.

Great work Aryan.

Reconite:
I agree with most of it, and that low value weaponry should be obtainable from encounters. Problem with the "get rid of bots" thing is that it is difficult to detect them and GMs/Admins don't have enough time to put into finding, testing and banning these bot users.

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