also its very hard to find the right shop to buy your item.for example - flamethrower fuel. i found out that only shopkeeper in vault city wants to buy it and he dosnt have any caps usually. m60 - didnt found shopkeeper whom to sell this. tryed ncr, sf, gun runners and hub.devs should do something about this, expand npc buy lists and increasing interval when shopkeepers get caps. because this way crafting is not encouraged.
I think a simple supply and demand curve economy should be utilized, the shop keepers should only have very basic items in stock, and a decent amount of caps replenished every cycle of xxx hours. If item stock on hand is low then they will pay (relatively compared to base price) high for new item from player. If item stock on hand is high then they will pay progressively lower (to not even buying the item) from player. This is called demand side economics, its not that hard now is it? Merchants would be "local" so enterprising individuals could go to other towns to pick up shipments of low priced guns (idk, gunnrunners comes to mind) and make a tidy profit by delivering them to SF just as an example. Why would gunnrunners have low cost weapons, because players are apt to produce guns right there and sell them therefore driving down the price of guns in that locale. I think this would propagate a useful relationship between mining, crafting and bartering. As all three now seem to only exist in ancillary roles. Also I think only 100/100 items should even be on merchants, none of this shitty broken down farmed equipment.... I know I don't go to the store looking for a leather jacket 19%/39% so why would any merchant buy one from you? Or have broken shit in his store to sell to you? 100/100, make crafting somewhat useful and profitable.
With your demand side economics, even 100% leather jackets would be worthless most of the time. L.J. is about one of the easiest things to craft or farm, so if the merchant has one in his shop and it doesn't sell--he's not going to buy more to resupply.
Uh, yeah duh, that's how supply and demand works....
Why not have more of the in-game values aligned closer to what other players will pay?
...that's pretty much what a free market economy (another nasty term for supply and demand, it's just not a theory, it's reality, what a mind blower!) is.....