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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: pistacja on October 24, 2010, 12:01:40 pm
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I know there's been a million and two suggestions on making caps more available, I know it's been discussed time and time and again, but please keep on reading
This One Could Actually Work!
The idea is very simple, just make it so, that the caps given to NPC via dialogue do not vanish but appear back in that NPCs pocked and can be bartered for.
This should work for bartenders and instructors that sell anything.
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I know there's been a million and two suggestions on making caps more available, I know it's been discussed time and time and again, but please keep on reading
And they all have been turned away because they do not solve the selling useless crap to shops and farming encounters alone problem. Yours isn't any differend.
If your suggestion was implemented, players could buy huge ammounts of mercs, bases and durgs in a matter of hours by farming encounters and buying their caps back with the crap.
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If your suggestion was implemented, players could buy huge ammounts of mercs, bases and durgs in a matter of hours by farming encounters and buying their caps back with the crap.
Not mercs and bases, only those NPC that run shops, like bartenders, doctors, some instructors that's it.
...anyway players still can buy huge ammounts of mercs, bases and durgs if they are in a big gang with millions of caps in the bank.
If we have something as ridiculous as a banks that don't give credit but allows anyone to have a account with a high interest rate, than why can't we have something as logical as not-vanishing-money?
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Not mercs and bases, only those NPC that run shops, like bartenders, doctors, some instructors that's it.
...anyway players still can buy huge ammounts of mercs, bases and durgs if they are in a big gang with millions of caps in the bank.
They've fought for these caps with teamwork. That's what the game is supposed to encourage since it's multiplayer. Yet still, hauling farmed crap to shops is the core issue here, that's why shops lack caps in first place.
If we have something as ridiculous as a banks that don't give credit but allows anyone to have a account with a high interest rate, than why can't we have something as logical as not-vanishing-money?
It's not vanishing money. Maybe the npcs use the caps to buy more medicine, supplies and make up his living.
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Actually it looks like TC gangs have billions of caps and everyone out of TC have none.
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Actually it looks like TC gangs have billions of caps and everyone out of TC have none.
Not true. The caps are there, maybe not in ncr, hub or most safe towns. A minute ago I exchanged 4k caps at gordon's. There's a danger to get pk'd but that's another issue which is - according to Solar going to get fixed in form of more balanced builds.
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Come on! With actual time consumed on walking over WM You can't get anywhere.
I'm usually trading in NCR-JT-HUB-Gun runners.
and don't tell me to use cars because i can't buy it I don't have caps for one!
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Come on! With actual time consumed on walking over WM You can't get anywhere.
I'm usually trading in NCR-JT-HUB-Gun runners.
and don't tell me to use cars because i can't buy it I don't have caps for one!
My point here is that game should reward player interaction, not solo farming. The activity where one player farms encounters alone and hauls everything in safe town shops provides nothing to the game world. Shopping in unsafe towns creates at least slight competition and player interaction despite all its problems (pks, campers, mindless murdering). Think of this issue here as unsafe mine issue we had last wipe and which still exist but players don't care since everything can be bought from shops. The theory behind unsafe shops/mines is alright but there's not enough features to support it so that it would work out nicely.
You want caps from safe towns? You need to deserve it by providing activity to the game world. Too bad we haven't got any system to allow this.
Other way would be to establish working player to player trade, so that you get caps from selling stuff that people actually need.
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My point here is that game should reward player interaction, not solo farming.
And it is... waaay to much. Following this - gangs who are powerfull will stay powerfull and people who are in smaller gangs or are loners are still fu*ked.
I might miss few things but I promise You that I will come back and spent more attention to topic later. Now I'm a bit in hurry. Also... I'll pay more attention to my grammar, sorry.
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And it is... waaay to much. Following this - gangs who are powerfull will stay powerfull and people who are in smaller gangs or are loners are still fu*ked.
Big gangs also provide most player interaction. Too bad it's mostly about slaughtering everyone but if the game encouraged other ways than only slaughtering people, they'd probably choose that part.
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It's not vanishing money. Maybe the npcs use the caps to buy more medicine, supplies and make up his living.
If he was to but medicine for those caps, the caps would reappear in the pocket of the person who sold that medicine. This is not the case.
Big gangs also provide most player interaction.
Right, to other big gangs and random soon-to-be-dead bluesuits trying to mine/get profession/sell stuff. You get caps from TC and those caps appear out of thin air. You could argue that the caps come from taxes etc from NPC citizens, but that's brahmin guano. If a gang locks a town, and kills everyone on sight then there's no income for shopkeepers and suchlike because there's no-one to shop, buy good or services. A town under TC is like North Korea or the Soviet Union in the peak of Stalinism. A system like that dosen't spawn money on the hour every hour, it starves its citizens to death.
My point here is that game should reward player interaction, not solo farming.
So lets scrap rewords from TC, lets scrap NPC vendors, quest rewards etc. If players want to trade let them trade among players and only players. That would reward (the hell out of) player interaction. It is actually plausible and has been done before (eg. SWGalaxies -100% player run economy, if you wanted a x-wing you made one or found someone who could build one for you).
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Right, to other big gangs and random soon-to-be-dead bluesuits trying to mine/get profession/sell stuff. You get caps from TC and those caps appear out of thin air. You could argue that the caps come from taxes etc from NPC citizens, but that's brahmin guano. If a gang locks a town, and kills everyone on sight then there's no income for shopkeepers and suchlike because there's no-one to shop, buy good or services. A town under TC is like North Korea or the Soviet Union in the peak of Stalinism. A system like that dosen't spawn money on the hour every hour, it starves its citizens to death.
All the same where the tc reward caps come. Point is that they are reward from risking something and competing against other players, I never disagreed that the methods of doing so are bad.
So lets scrap rewords from TC, lets scrap NPC vendors, quest rewards etc. If players want to trade let them trade among players and only players. That would reward (the hell out of) player interaction. It is actually plausible and has been done before (eg. SWGalaxies -100% player run economy, if you wanted a x-wing you made one or found someone who could build one for you).
I'd like to see more player - player trade aswell.
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*sigh*
Everybody knows hows the shops you visit like: tons of radios, and other non stackable items and of course no caps. Im so grateful for an economy one needs to camp or travel through many towns just to acquire currency, ironically though to travel fast enough one needs a car now (bought by caps you nor vendor has). The demand for caps raised with implementation of cars but supply remains constant and also, its almost impossible to find caps in southern towns at any time, which means you cant progress in game not risking being killed (caps are demanded like a basic thing but acquisition of it is troublesome). An one more thing... the economy is now, is not really player-based because of farmed weapons in shops....thats why I suggest following:
Either make some NPCs drop not weapons but caps or more of it or:
1) make a division of vendors in towns:
- Standard vendor- buys/sells only brand new items (excluding radios) and HAS caps replenishment - requires Ch3 (the oldest item disappears)
- Pawn shop vendor - buys/sells new and deteriorated items and DOESNT HAVE replenishment - requires Ch1
That way economy can be player-based. New items are crafted and crafters are rewarded by new items or caps. At standard vendor people could only pay with new items or caps, that way, we would have some real shop, caps would flow from players more often.
2) Profession trainers' fee could be paid in caps or items the NPC demands, for example:
Gunsmith lvl1 (1500 caps or:)
- 10mm pistol (0% det) x 2
- shotgun (0%) x 2
- 100 10mm JHP
- 100 slugs
Gunsmith lvl 2 (3000 caps or:)
- desert eagle x2
- Tommy Gun
- Grease gun
- 500 magnum FMJ
Gunsmith lvl 3 (4500 caps or:)
- Assault Rifle x2
- Combat Shotgun
- FN FAL
- 14mm AP x 500
Of course items could vary, so it would be like quest-like. The problem now is that when theres not enough caps you cant progress with the game, youre stuck (in other words, if you play in peak time = youre fucked)
3) Faster caps replenishment at vendors
I already wrote about that (http://fodev.net/forum/index.php?topic=9824.0), but its one of the things that in combine with previous two points would make it even better:
4) NPCs buying all the shit for caps:
We could have vendors buying useless crap for caps. They would buy things for 5% of the value, so it would be like last resort to get caps. Im not in favor of this solution as it can increase caps superficially (but it would also destroy useless crap spammed at vendors)
5) More varied recyclable NPCs
I liked the idea in junktown NPC buying spears for 50 caps, just imagine radio seeker NPC!
6) ?? Your suggestions!
Delete the thread, I pasted my thoughts into another thread "Economy and currency"
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kraskish all those ideas of yours don't encourage multiplayer in any way. Only good of those is the "merchants only buy 0% det stuff". It would work alongside with good disassembling system. It wouldn't solve the solo farming, but there would be less crap in shops.
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Some people play alone, others in groups.
Punishing people for playing solo is bullshit.
I am in a faction, roughly 10 people in total.
At the moment I appear to be the only one still playing.
So I should be punished for that?
This game has a golden rule: be paranoid and trust no one.
That doesn't incourage player interaction.
It's the result of this game being hard be design, something I don't think is wrong.
Perhaps the npc faction changes mentioned by devs might actually result in more player interaction from smaller gangs and loners.
Going to war with eachother and npcs to fight enemy npc factions, etc.
On a side note, I sold for 40k caps the last 2 hours simply by traveling the world map.
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Some people play alone, others in groups.
Punishing people for playing solo is bullshit.
Maybe not punish but rather "not worth it". It's all about encouraging.
Besides playing solo doesn't necessarily mean zero interaction. I'll explain it in this post.
I am in a faction, roughly 10 people in total.
At the moment I appear to be the only one still playing.
So I should be punished for that?
I've played my whole fonline gaming time as loner yet I support player interaction and am against 0 player interaction singleplaying.
Why? Because solo players can also add to the world activity. They could travel around, meet people, shoot them, greet them, go to do some quests with them and when both have gotten help they needed they can say goodbye and remember each other for future. If there was better player to player trade system, solo players might be top customers.
Perhaps the npc faction changes mentioned by devs might actually result in more player interaction from smaller gangs and loners.
Going to war with eachother and npcs to fight enemy npc factions, etc.
This is what I hope aswell.
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kraskish all those ideas of yours don't encourage multiplayer in any way. Only good of those is the "merchants only buy 0% det stuff". It would work alongside with good disassembling system. It wouldn't solve the solo farming, but there would be less crap in shops.
Well merchants buying everything for a 5% or less could also solve shops full of farmed stuff. This stuff could be available to barter at the 1ch shops while 3ch or normal shops would have either caps or good stuff. Kind of order. Because you can rarely find something straight away new at the shop. This would also make crafting a bit more useful
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I think ANY idea that could bring some caps into game is good.
Like Junktown buying sharpened and normal spears, that is one of my ways to make money :P I'm walking around towns trading useless stuff for spears and then selling it all in JT. It's around 2k for a trip. Not much but hell I'm so happy to see those caps.
Still, main problem is alting... One man army where You can be armorer, weapon crafter, gatherer, miner and fighter in one but in separate characters... We are somewhere in middle where alting is not forbidden but it's also not accepted. You can have Your own cave alone but only when You have 2 friends which can buy it with You. You can exchange Your stuff between characters but still You need someone to help You create tent. There is no delivery or mail system or even possibility to rent storage or something.
Maybe it's just me... but always biggest problems with game is going straight to alting.
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Solar said they want somehow combine combat chars with the secondary occupation options so reduce alting. It would be cool if some or all of items could be used only by the crafter.
Economy is sick at the moment... caps respawn every 8th at 0:00, 8 and 16 AFAIK, so if youre not playing then then its your problem and also even if youre there remember ONE PERSON AT A TIME!
Without caps you cannot progress in the game. Quite funny but large factions can sit on their asses and obtain pure caps out of controlled towns. good for them and their millions while usual wastelanders are left with nothing. Great justice
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You're wrong about the caps respawn times.
At least in NCR and VC.
As far as I know, assuming it hasn't been changed, caps spawn every 6 hours.
As for caps being hard to get, I disagree.
I did 1 trading trip yesterday from VC to SF and back, making a little detour to get additional stuff from 1 of our bases, and managed to get 40k.
That trip was done with a doc alt.
I often see the same names or their alts at the same traders.
In VC that's understandable with the doc alts around, in the Den with the slavers, but I don't get it with other towns.
As for alting, remove the 4 professions cap.
There's overlap in some profession's requirements which can easily reduce the number of alts.
Especially with BG, SG and armorer there's an overlap.
Not sure if you could make 1 alt out of those 3, but 2 instead of 3 is possible.
Also some people are just lazy and create alts where hybrids (for none combat alts) could do just as well.
Current system stimulates alting, different alts give different playing style, thus more variation, thus more fun.
We would see significantly less people on the server if we had 1 alt per player.
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I think ANY idea that could bring some caps into game is good.
It's not that simple. You have to think of the consequences and does the new feature support what the game is supposed to encourage players to do. Bad implementation of more caps could ruin the whole economy.
I'd like to see one major cap source being helping npc factions with other players. One would be caravan guarding which was suggested before. You get caps from every succesful haul, but there are also players who want to raid the caravans. Best cap sources should be from pvp and teamwork with others because such activity provides most player interaction.
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As for caps being hard to get, I disagree.
I did 1 trading trip yesterday from VC to SF and back, making a little detour to get additional stuff from 1 of our bases, and managed to get 40k.
That trip was done with a doc alt.
I often see the same names or their alts at the same traders.
In VC that's understandable with the doc alts around, in the Den with the slavers, but I don't get it with other towns.
40k ?? It's hard to believe... anyway still it's trip made by car which can be bought only for caps! I can't see anybody walking all way from VC to SF (with this little detour). I think you were pretty lucky or just have great timing. The biggest amount of caps I ever seen in one trader was around 12k in Gun Runners. If those damn TC gangs could spent some caps in traders... it would be whole different situation.
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If those damn TC gangs could spent some caps in traders... it would be whole different situation.
But why would they? Everything can be bought with farmed items.
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But why would they? Everything can be bought with farmed items.
Or crafted items made from farming ore and minerals. ;_;
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But why would they? Everything can be bought with farmed items.
If it was so, there would be no problem. You can't buy professions, mercs, cars, hotel rooms, nuka-cola, cigarettes, bases, bio-med gel, refine uranium ore, super toolkit ...and so one with items, you need caps.
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If it was so, there would be no problem. You can't buy professions, mercs, cars, hotel rooms, nuka-cola, cigarettes, bases, bio-med gel, refine uranium ore, super toolkit ...and so one with items, you need caps.
By everything I meant everything from shops. Buying absolutely everything with junk items would be goddamn horrible in terms of workingl economy. It would basically mean that every last hope of player interaction in economy would be lost.
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40k ?? It's hard to believe... anyway still it's trip made by car which can be bought only for caps! I can't see anybody walking all way from VC to SF (with this little detour). I think you were pretty lucky or just have great timing. The biggest amount of caps I ever seen in one trader was around 12k in Gun Runners. If those damn TC gangs could spent some caps in traders... it would be whole different situation.
I started in VC and traded for around 10k there.
Than I took the train to the Boneyard and got 2.4k at the station.
Than the train further to SF where 1 trader had 17k and 3 others also had several 1000 caps.
Than a tour to Redding, back to SF, from SF to the Hub, Junktown, NCR and finally back to VC.
On a side note, I got 10k yesterday in VC alone.
I think the big gangs aren't looking at npc traders, it's too inefficient with the amounts they need.
Some probably have a few fixed suppliers and they'll probably check out the trade forum daily.
If you can get .223 or 5mm AP ammo, psycho, buffout, etc. in large amounts and offer it on the trade forum, they might buy it.
You might actually be able to get more than you would get from traders, so it's a win/win for both.
By everything I meant everything from shops. Buying absolutely everything with junk items would be goddamn horrible in terms of workingl economy. It would basically mean that every last hope of player interaction in economy would be lost.
But selling junk items to npc traders is what would happen in a Fallout like world.
Things like ammo could be kind of a currency.
NPC who offer professions could ask for items, though be it not like the guy in Adytum asking for things like 10 green condoms.
For instance:
A certain amount of HQ ores, HQ minerals, GMP, Adv. gunpowder, HQ alloys for SG/BG/EW/Armor/Explosion levels, but depending on where you get the profession.
BoS might instead ask for 5mm AP and/or AP rockets too.
Enclave might add MFC to the mixture.
Docs could ask for meat jerky, med gel, chem components, etc.
So not the low quality easy to get stuff, but the stuff that's a bit harder to get.
Perhaps we could add some kind of supply/demand bulletin board.
Logically it would be placed at the default entrance, another option is near workbenches.
In SF and VC we could use a terminal.
VC could actually have 1 for the courtyard and 1 for the inner city.
Entries would be removed after 24 real-time hours.
Sellers should be able to name what they want as payment.
It might be hard to code, but it could add some player interaction.
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But selling junk items to npc traders is what would happen in a Fallout like world.
Our chars live in Fallout world. If the npcs are interested in buying that crap why aren't we players aswell? Our chars live in the same world as the npcs so we should have the same desires as they do. But for obvious reasons no player would buy ten radios for caps.
Things like ammo could be kind of a currency.
How could it if it exists in infinite ammounts and is easily farmed?
A certain amount of HQ ores, HQ minerals, GMP, Adv. gunpowder, HQ alloys for SG/BG/EW/Armor/Explosion levels, but depending on where you get the profession.
BoS might instead ask for 5mm AP and/or AP rockets too.
Enclave might add MFC to the mixture.
Docs could ask for meat jerky, med gel, chem components, etc.
Everything but hq mats can be farmed. What can be farmed, can be solo'd and thus it's out of multiplayer experience. I can already see players stealing 5mm ammo from BoS and then giving it back to them.
So not the low quality easy to get stuff, but the stuff that's a bit harder to get.
That's better idea. Preferrably the items should be something that have to be fetched from unsecured places and something so valuable that other players were after them aswell so there would be conflict over them.
Perhaps we could add some kind of supply/demand bulletin board.
Logically it would be placed at the default entrance, another option is near workbenches.
In SF and VC we could use a terminal.
VC could actually have 1 for the courtyard and 1 for the inner city.
Entries would be removed after 24 real-time hours.
Sellers should be able to name what they want as payment.
It might be hard to code, but it could add some player interaction.
Anything for that. There are games that have only player economy, no npc merchants at all and it's always fun to try find something players need and sell it for most profitable price.
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Our chars live in Fallout world. If the npcs are interested in buying that crap why aren't we players aswell? Our chars live in the same world as the npcs so we should have the same desires as they do. But for obvious reasons no player would buy ten radios for caps.
Only reason to buy radios would be for disassembling them for junk which can be used to craft other items.
Still it would be limited unlike current unlimited system.
How could it if it exists in infinite ammounts and is easily farmed?
Not all ammo is easily farmed, nor can it be farmed in large quantities.
Different value for different ammo, like it is now.
Everything but hq mats can be farmed. What can be farmed, can be solo'd and thus it's out of multiplayer experience. I can already see players stealing 5mm ammo from BoS and then giving it back to them.
That's better idea. Preferrably the items should be something that have to be fetched from unsecured places and something so valuable that other players were after them aswell so there would be conflict over them.
You can't steal stuff from npc you buy professions from.
No reason to change that, so my suggestion still stands.
HQ stuff, chemical components and meat jerky already only can be found in unguarded places.
Most of us get killed at one or more of those places at some point in time.
Anything for that. There are games that have only player economy, no npc merchants at all and it's always fun to try find something players need and sell it for most profitable price.
Current npc trading system pumps a lot of cash into the game.
I can't make an estimated guess, but I think npc traders alone add a few 100k every day.
Removing npc traders won't work.
Caps will be a lot harder to get, which means harder to get a base.
Not much of a problem for TC gangs, but smaller gangs and loners will be screwed.
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Not all ammo is easily farmed, nor can it be farmed in large quantities.
Different value for different ammo, like it is now.
If it can be farmed, it means that it can be also farmed in large quantities. Our playerbase has proven to be able to concentrate on the most boresome tasks to gain profit.
You can't steal stuff from npc you buy professions from.
No reason to change that, so my suggestion still stands.
Alright then there's another issue. If for example BoS wanted something, it has to mean that they lose something if they don't get it. But if they do get what they want they should also gain something. What I'm talking about here is causality. If you donate ammo to BoS it should naturally mean that they become stronger. If nobody donates, they won't get any stronger and would eventually even lose their strength. If nothing happens there's no point in the whole quest. Why there's no point? Because if there is no causality, there is no multiplayer activity because everyone can simply get that 5mm ammo alone.
We already got some quests with absolutely no point except to give some newbies starting cash. Good example is cargo hauling or spear-selling, completely pointless and all the same whether someone does it or not.
Current npc trading system pumps a lot of cash into the game.
I can't make an estimated guess, but I think npc traders alone add a few 100k every day.
Removing npc traders won't work.
Caps will be a lot harder to get, which means harder to get a base.
Not much of a problem for TC gangs, but smaller gangs and loners will be screwed.
Removing npc traders isn't needed. I just pointed out that there are games without any npc merchants and have working economy.
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If it can be farmed, it means that it can be also farmed in large quantities. Our playerbase has proven to be able to concentrate on the most boresome tasks to gain profit.
As I see it, you can gather large quantities farming. You generally don't farm large quantities of most items unless you're lucky enough to encounter a loaded player.
Players at most MMO games are able to repeatedly do the same boring tasks to gain profit.
Alright then there's another issue. If for example BoS wanted something, it has to mean that they lose something if they don't get it. But if they do get what they want they should also gain something. What I'm talking about here is causality. If you donate ammo to BoS it should naturally mean that they become stronger. If nobody donates, they won't get any stronger and would eventually even lose their strength. If nothing happens there's no point in the whole quest. Why there's no point? Because if there is no causality, there is no multiplayer activity because everyone can simply get that 5mm ammo alone.
If that's the case, NCR should have been overrun by now.
Enclave and BoS require payments in ammo in order to join. Why not add the option to require profession levels by paying in ammo too?
We already got some quests with absolutely no point except to give some newbies starting cash. Good example is cargo hauling or spear-selling, completely pointless and all the same whether someone does it or not.
I don't understand why you get xp for selling spears, carrying boxes and digging shit. Those aren't quests. As far as I'm concerned it can be removed. Simular for getting 10 caps for digging shit in NCR and the Hub. Reduce it to 5.
Removing npc traders isn't needed. I just pointed out that there are games without any npc merchants and have working economy.
Personally I would like it more the way Entropia Universe works (haven't played it for a long time).
In that "game" you can buy some basic stuff from terminals in towns and outposts. Everything else is either crafted or looted. Everything that has value can be sold to the terminal for money. Trading takes place in a few busy towns or through the auction system.
Than again EU has it's currency linked to the dollar. 10 Project Entropia Dollars equals 1 US dollar.