fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • November 01, 2024, 02:27:35 pm
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Play WikiBoy BugTracker Developer's blog
Pages: 1 ... 7 8 [9] 10 11 ... 13

Author Topic: Cars!  (Read 36396 times)

Re: Cars!
« Reply #120 on: September 08, 2010, 04:33:32 pm »

So why can't we have fixed merc/car/dog prices, anyway?
Logged

Marko69

  • SLASH!
  • Offline
Re: Cars!
« Reply #121 on: September 08, 2010, 05:38:09 pm »

Cars are fucking awesome, hummer is flying.
Logged
Anti-pk, protector of the law in wasteland.

Solar

  • Rotator
  • Offline
Re: Cars!
« Reply #122 on: September 08, 2010, 06:34:48 pm »

So why can't we have fixed merc/car/dog prices, anyway?

Because eventually they settle down to appropriate prices as to what people are willing to pay for them.

u are wrong Solar, if there was a fixed ammount of caps then alright but thats not the case here, TC gives tons of caps which can be used to buy mercs or cars, if u buy cars and make their price higher u will make urself and ur faction even more powerfull than other factions, also u nerfed all builds u made players twice weaker than they were before the wipe but militia stayed as it was, 20 guys + gauss pistols 300 hp etc ...

I think you somewhat overstate the power of Militia there, but is not the problem with militia that they all come at once? Anyway, probably a topic on its own.
Logged
Quote from: Woodrow Wilson
If you want to make enemies, try to change something.
Re: Cars!
« Reply #123 on: September 08, 2010, 08:01:50 pm »

Because eventually they settle down to appropriate prices as to what people are willing to pay for them.

I just don't see why fluctuating prices are better than fixed ones. Especially without hard price caps. I don't think the economy is stable or consistent enough to justify it. You have guns selling for a few hundred caps, and bases available for a few hundred thousand. The cash flow isn't steady enough. The Rogues has a base within, hell, less than a day?

The only real consequence I can see of variable prices is poorer/newer players losing out and prices getting skewed. It's also a psychological thing. If you know you have to save up 12k for a scout, you have a definite goal to aim for, and are more likely to pursue it. Same if it's 200 caps for a dog. I mean, right now, it's about 1,014 caps for a 34hp dog in Junktown. Lot more than it says on the wiki.

It's also worth considering that after a certain point, money becomes no object for some players. If you can afford a 130k base, money isn't such a big issue. And the well off groups then throw it out of whack for everyone.

I just don't think there's any advantage to inflation. With fixed, people know what to aim for, and they're not at the mercy of price fluctuations.
« Last Edit: September 08, 2010, 08:03:33 pm by Badger »
Logged

Ganado

  • Moderator
  • Dishonest Abe
  • Offline
Re: Cars!
« Reply #124 on: September 08, 2010, 09:51:28 pm »

I agree with Badger about this economic problem.

Especially with the case of dog prices. It's a dog. It's meant to help a newbie fight scorpions. A newbie can't afford 1000 (2000+ at end of last wipe) caps on a dog that can die in one hit or from a pack of scorpions. Same problem will eventualy happen (if not already happening) with cars, but to a lesser extent as of right now.
Logged
Error while opening cfg file: spawnnpc.cfg
Shit! Damn admins! Always ruining my fun! I guess I'll talk to them. WITH MY FISTS!!!! No seriously, I will write them a nice email or make a thread on the forums or something. Thanks!
Re: Cars!
« Reply #125 on: September 09, 2010, 03:55:40 am »

Has the price begun to fall yet? When cars are worth their minimum amount we could see noone uses them. A sinlge player isn't really in the position to say the global take up of cars.

I'm sorry but you may only have ONE or TWO players making a statement on such things like cars, prices of mercs and dogs.  Because all the other [groups] of players usually don't have any problems with it on the global take.  If they need caps they kill a ton of players or takeover a town.  If they want a car or merc, they take those caps and buy one or 3.  There's 6 of them running to every merchant in the wasteland cleaning up every last cap with radios and other low lvl stuff.  They can [afford] to leave mercs with their cars in case someone stumbles on it.  They can afford to lose the car if someone manages to take it.  Think back to when those same people couldn't [afford] to lose their sacred base.  (pretty sure you were buried in posts about it)

The changes to cars looked like they were meant to help people other than established groups get them.  If I'm wrong no worries then.  The way things are though, it's not something I see a lot of small groups able to do.  I'm just putting in a point of view you might not hear.
Logged
City Encounters:  269
Footlockers:  60
Blueprints:  8
Car Wrecks:  3
Fuel CC:  0
Special Encounters:  0
Data collection start: 1-24-13
Re: Cars!
« Reply #126 on: September 09, 2010, 03:22:08 pm »

trokanis all i can say is you are wrong, id love to go into detail but i cannot on public forums, pm me if you'd like to talk about ways to succeed financially by yourself or with a small group in fonline. its very possible and very fun, but one must be very cautious of who they associate with. without many players to have your back, your only protection is your wits and your 1 little gun.
Logged
Re: Cars!
« Reply #127 on: September 09, 2010, 03:29:45 pm »

well, carry boxes in hub only 100 times and u have ur brand new ferrari
Logged
Re: Cars!
« Reply #128 on: September 10, 2010, 01:04:04 am »

trokanis all i can say is you are wrong, id love to go into detail but i cannot on public forums, pm me if you'd like to talk about ways to succeed financially by yourself or with a small group in fonline. its very possible and very fun, but one must be very cautious of who they associate with. without many players to have your back, your only protection is your wits and your 1 little gun.

Humn do you even read the posts before you reply about them?  Anyhow as I was answering Solar, it's the small groups that will have the most trouble and may bring to light aspects about the game, that the large groups may ignore or over look.

The facts in this thread are, a few people don't want to see the wasteland full of cars.  *well even at base prices it's still not cost effective for everyone to own one, there's repair and fuel costs.  Not everyone will have characters that can cover those needs.*

Others have brought up they simply want cars to not be griefable.  *is that too much to ask for an item you work hard for to get money and maintain?*

If there has to be some middle ground that is what these threads are for.  To try and have a chance to put input in about the topic.  So the main ideas so far are above.  With sprinkled throughout this thread a midst peoples rants and whines, is other ideas about cars.  Maybe if we try to continue to discuss that topic the people who make the decisions will be willing to read them.
Logged
City Encounters:  269
Footlockers:  60
Blueprints:  8
Car Wrecks:  3
Fuel CC:  0
Special Encounters:  0
Data collection start: 1-24-13
Re: Cars!
« Reply #129 on: September 10, 2010, 01:50:35 am »

my input to this..

i dont care if someone can find your car .. ill just park mine in a tent,.

but the prices.. i was gona go buy a buggy,  thought it would cost arround 23k like i heard somewhere,. but hey its 38k+ at that time, few days ago so i imagine its more expancive now,. i scavanged the merchants in each city, WAlking! to get upto 25k caps and thought i could buy one.

so is it not a problem that a "pro" gang,.  gets to buy allot of cars for cheap prices when others like myself have to pay allot more?  im pretty sure that most of the early "cheap" buggys went to a few players who bought many.

so my only problem is that prices go up so fast,  maby a price "roof" so they dont exceed a certain price? but i think it would be best to have fixed prices.





Logged
Re: Cars!
« Reply #130 on: September 10, 2010, 01:55:45 am »

The way it is teh big gangs are the ones who can safely handle cars.  they not only have the capitol to buy one but to also risk losing one.  If they lose a car for some reason they can merely afford to buy another which also happens to raise prices.

Seems a better idea is to make a "travelling scavenger" with a crapload of OD wandering the wastes and towns.  His sole purpose is to look for caps and trade shit lol.
Logged
Re: Cars!
« Reply #131 on: September 10, 2010, 02:15:38 am »

keldorn its no coincidence that bluesuits with tons of loot try to get the caps as soon as they spawn ;-) you're onto somethin there.
Logged
Re: Cars!
« Reply #132 on: September 10, 2010, 05:25:35 am »

The way it is teh big gangs are the ones who can safely handle cars.  they not only have the capitol to buy one but to also risk losing one.  If they lose a car for some reason they can merely afford to buy another which also happens to raise prices.

Seems a better idea is to make a "travelling scavenger" with a crapload of OD wandering the wastes and towns.  His sole purpose is to look for caps and trade shit lol.

Already happens.

So another point is that big gangs are really the only ones who can truly make use of cars.  Someone has also brought up the price and how it sky rockets, the suggestion was a price cap. 

Still there is no foreseeable reason why cars shouldn't just be grief free so that others may enjoy them too.
Logged
City Encounters:  269
Footlockers:  60
Blueprints:  8
Car Wrecks:  3
Fuel CC:  0
Special Encounters:  0
Data collection start: 1-24-13

Johnny Nuclear

  • Rotator
  • hrmm
  • Offline
Re: Cars!
« Reply #133 on: September 14, 2010, 05:14:19 pm »

can I log off with car on worldmap ?
Logged
Rockwell gold card owner.
Re: Cars!
« Reply #134 on: September 14, 2010, 06:37:57 pm »

Yupp. After logging in you ll still see the location. As long as nobody take the car i think :P
Logged
Pages: 1 ... 7 8 [9] 10 11 ... 13
 

Page created in 0.125 seconds with 22 queries.