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Author Topic: Attempt to fix the economy  (Read 1336 times)

Mike Crosser

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Attempt to fix the economy
« on: January 09, 2013, 05:31:21 pm »

This is just my suggestion that I think MIGHT fix the broken economy
So,about 20 years ago there was the first beta test for the game Ultima Online.It was everything the beta testers expected but the developers added a feature that the players didn't know about.An eco system of sorts.
Basically:wolves ate sheep and dragons ate wolves,if there weren't any sheep the wolves would attack human players to get food,same thing for dragons.
But it didn't go as expected.
The players killed everything sheep,dragons,wolves within the first week.So the system didn't have enough time to even start.Later they just added the regular respawn system.

So what I want to suggest here is to add a similar system to fonline.
Current economy is broken due to the fact that players get infinite weapons and armor from encounters.
So the new system should work like this:
Let's take for an example unity encounters (one of the most farmed),if players kill too many unity members then there would be less unity encounters,if they killed too many rouges then there would be less rouges encounters and there would be less unity vs rouges encounters.
Now I realize this would harm the slavers,but maybe "enslaved" shouldn't count as "killed".

Also the players could the still abuse stealing from encounters,so maybe the more the players steal the less of it appears in the NPCs inventory the next encounter,if they lay off them for a while then they would then find more stuff to steal in the encounters.

I understand that what I just suggested is filled with errors and loop holes so I would like to hear your opinions.

JovankaB

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Re: Attempt to fix the economy
« Reply #1 on: January 09, 2013, 05:48:24 pm »

Current economy is broken due to the fact that players get infinite weapons and armor from encounters.

You can get a largue amount, but nothing near infinity. If things were infinite prices would drop to 0.
If you have inifite stuff, please give me (Dr Jovanka) a half of it :)

And remember that there is a bunch of players who just want to login on evening and fight. You can't just ignore their existence. There would have to be some alternative for them (Hinkly isn't enough).

Quote
Let's take for an example unity encounters (one of the most farmed),if players kill too many unity members then there would be less unity encounters, if they killed too many rouges then there would be less rouges encounters and there would be less unity vs rouges encounters.

Was tried already, late 2009 or early 2010 I think. It made the gameplay for any not-ultra-competitive player a big crap. Apes who needed stuff to pwn each other farmed all the valuable encounters and if you wanted to go for a hunt with a bunch of friends you could only find rats.
« Last Edit: January 09, 2013, 05:57:07 pm by JovankaB »
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avv

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Re: Attempt to fix the economy
« Reply #2 on: January 09, 2013, 05:49:46 pm »

It won't work. It would go exactly like now: those who farm a lot would get everything they need with an exception that those who farmed occasionally would get literally nothing.
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Re: Attempt to fix the economy
« Reply #3 on: January 09, 2013, 07:16:23 pm »

And remember that there is a bunch of players who just want to login on evening and fight. You can't just ignore their existence. There would have to be some alternative for them (Hinkly isn't enough).

Totally agree.

Players forget, nothing is infinitive. If someone says something is, that most probably means that he spends a little bit more time on the game than he should with few exceptions, because everything you do is at the expense of your own free time and that's the cost.

Exception is, for example, resources obtained from TC box. The amount of ammunition(.223, 14mm, 7.62mm and many more, but less of worth), drugs(Jet, Buffout, Nuka Cola, Cigarettes), raw material resources like uranium ore, advanced super-burn mix, electronic parts and there is something I forgot for sure from what you hardly can run out of if you just keep an idling character overnight in the city, except caps.

I still see players buying, selling some of that stuff, but that is only because they don't do TC.
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Re: Attempt to fix the economy
« Reply #4 on: January 09, 2013, 07:41:24 pm »

All that will accomplish is having one faction hoard everything and even further imbalance pvp.
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Mike Crosser

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Re: Attempt to fix the economy
« Reply #5 on: January 09, 2013, 07:59:15 pm »

All that will accomplish is having one faction hoard everything and even further imbalance pvp.
But at least there won't be 5 factions hoarding everything like today.
Re: Attempt to fix the economy
« Reply #6 on: January 09, 2013, 08:25:27 pm »

I think a better way would be to give the top factions more things to spend their caps and resources on. More base types, furniture, safe advance bench, weapon upgrades, stat modules, unlocking three more levels so your character can reach level 27, etc.

Also encourage an economic set-up where newbies can grind raw materials and the established "wealthy" will pay them because the top dogs need the materials to further large construction projects. Junk is already a little like this, but maybe the carry weight could be tweaked to encourage more trade between players.
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Re: Attempt to fix the economy
« Reply #7 on: January 09, 2013, 08:34:40 pm »

The reason factions stockpile guns and ammo is you need those stockpiles because of constantly replacing gear without delays, adding more things to spend money on won't change that. There is no large newbie population and there probably won't be, anyone who's heard of this mod and is interested has already checked it out. No one sells junk because its time intensive and the stuff is heavy and worthless for anything other than bases. Only a sucker spends hours working for someone else in this game.
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Re: Attempt to fix the economy
« Reply #8 on: January 09, 2013, 09:07:42 pm »

The reason factions stockpile guns and ammo is you need those stockpiles because of constantly replacing gear without delays, adding more things to spend money on won't change that. There is no large newbie population and there probably won't be, anyone who's heard of this mod and is interested has already checked it out. No one sells junk because its time intensive and the stuff is heavy and worthless for anything other than bases. Only a sucker spends hours working for someone else in this game.

Well, it's sort of like the chicken and the egg. You have to give players something to work towards and a path to advance no matter what their playstyle may be. Right now everybody has their own alts because there's only a few ways to grind in the best way. Take BPs for example. Right now there's two primary options for acquiring those; you either have your BP hunting alt...or you have your money/stuff grinding alt and buy them from other players. Now if there were other paths to acquiring BPs--such as more quests, buying from merchants, or meeting certain achievements--other playstyles could obtain them and you would have less alting.

I mean right now the quests and in-game dungeons are hardly worth doing; they're practically atrophied in comparison to the PvP and farming aspects of the game. We almost had an area that paid off as a dungeon in the form of Ares, but that went from being hard-as-hell to being next to impossible. Seriously, this is an RPG which gives you a hard time just getting to (and opening) a treasure chest that has merely okay loot. Completely unacceptable by any standard you can look at in the genre.
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