I didn't see the brainport oops.
I guess because economy is a community issue as much as a suggestions issue.
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I didn't see the brainport oops.
I guess because economy is a community issue as much as a suggestions issue.
20mil woc3 pa vendors plz thx
Terra got pretty bad over the years. Money became...nothing, basically. The economy basically was non-existant.
the cheating/duping/etc didn't help.
The main reason those "AoE farming areas" are closed, are because they can be abused. When you can hit a mob with a weapon, but it can't hit you, its abusive. People abuse those areas, they get closed.
I do think there should be some fun meta-game type stuff added that players can participate in, just think its a ways off and down the priority list right now.
Pretty bad is generous. Credits were absolutely meaningless. Hell I, someone who never tradeskilled or pve'd, had probably 300 million credits between my 3 accounts. I have all arti 5 slot everythings, an ARS, etc. I hardly did shit and I was balling out of control. The Terran economy was totally raped.
. ...Thats a better way to put it, yes. Lol
Furniture and plants etc. They are money sinks. I dont think the game needs more at this point in time. in the future this could be a point to discuss.
The economy pretty much went around the second year of NC1, partly because there weren't any cash sinks at all really. People were getting (and continue to get) much more than they spend from mob kills and missions.
The main reason is that at cap you simply don't spend as much as when leveling. My Titan char is constantly after more cash because she needs a new weapon most of the time, she doesn't even have any armour.
Aside from PA and furniture, there's no running costs at the high end. Techs can be traded, ammo, drugs, medkits and etc. can be recycled and the reveler and quad are way too cheap to repair. GR costs (as has been mentioned numerous times) could be uncapped from 4k and/or increased as it's generally capped players that use them.
If they uncappped GR, etc i would like to see it somehow based on how much you have.
As im not a player that gets into clans really, never really makes friends in these sorts of games and doesnt play 20 hours a day/isnt the best player/doesnt get to farm the best spots, etc, even at cap i am always low on money.
I may have one char that can make alot, but they always support the rest and to me GR costs are already too high.
That being said, they certainly need to have a cash sink, although like my prefference above this would not be popular, i think clans should be taxed, perhaps clans then taxing members, but again, all based on what they can afford.
Make the GR the moneysing because everybody has to use it all the time.
Take 10% of the money if your rank >= 60.
One thing to take into account is the amount of people double or even triple logging. Having multiple chars online at once means people are not tipping for pokes, research, construction and are using their own barterers to build items and sell onto the market. This isn't a problem on titan right now, but it soon will be.
Thread moved and merged with an earlier discussion of the same topic. A lot of ideas in both threads which deserve discussion and expansion. Changed thread title to encompass the entire issue being discussed.
I kindof disagree with the endgame money thing. Back on terra, even though my main apt is stocked with imps/rares/trophys and whatnot, my chars are all poor as hell from OP waring.
In an hour OP waring I can easily spend 100k worth of GRs, drugs and ammo. I never go PVE'ing on my capped chars and have close to no money and have to beg clanmates for money or take it out the clan bank. In many occasions has my teamates had to GR back to give me cash so I could GR in the next OP.
Now on the other hand, I remember clearly going to auctions on Terra with a few millions to my name, and coming up empty handed because well-known tradeskilling clans would buy everything, going as far as bidding 20mil (cap money) for certain items.
What I'm saying overall is, that PVE'r are usually richer that PVP'r, so I dont think any type of money malus should be applied to clans or OP waring. If anything, I think more money should be generated from owning outposts.
Hopefully someone will propose more viable ideas to have end-game PVE'r and tradeskillers spend their cash on. Like Eye-phones that breaks to pieces when you drop them or when you die, or live broadcasts of OP wars via the terms.
Page 4 seems to be bugging....
EDIT
Seemed
Making GRing more expensive is a good idea to hit the players who are no longer playing levelling fees, I'd go with that, although I'd suggest travel to OPs owned by your clan should remain cheap.
Another one is to make ressing techs require much, much more research lube, and indeed constructing rares much more expensive on construction gel. Tradeskillers will have to pass the cost on to people they do the work for. However, if you leave non-rare costs alone, then it doesn't effect the already cash-strapped levellers.
However, all the costs in the world won't stop the amount of cash in the economy steadily going up. Especially if populations decline, you end up seeing the same amount of stuff concentrated in less people.
The solution to this though, is not lowering kill rewards or the money that people get from selling items. It's the opposite, increasing all of this - as well as increasing the costs that players have to pay out again. Inflation is the solution as well as the problem - as the player-to-player economy inflates, what needs to be done is to have the player-game economy inflate too. Sitting on a million or two for months or years would no longer mean much, if soon new players earned that much just levelling up. It means that costs rise in line with player wealth. It means that new players no longer have to perform tasks for high-levels just to get their edge in. The question of course is, without an auction house or player shops, how do you track what inflation should be? Ideally you'd use something like the price of unressed techs, but it's hard to know what that is. Also, if costs aren't high enough, you run the risk of causing runaway inflation with rates in the 100s or even 1000s.
cmaster, I don't like your inflation suggestion. It's no solution, it's a workaround.
A solution would be a stable currency! This means, money should always have the same value to the player, more or less. It's like in the real economy, inflation is only good for some people, not for all.
What we need is control mechanisms to affect the amount of money floating IN to the economy and the money OUT, done. This is important, it's not only about manually creating money sinks, it's about getting an overview of both sides and a systematic approach.
Give these mechanisms to some GMs or better, an automated tool with the job to maintain a stable currency, and problem is solved.
Nose are you an accountant?
nah, industrial engineer and going-to-be electrical engineer :)
@nose, a stable currency is nice but how should it work, the people don’t want to work they want to play a game. Some players aren’t that rich and never are, some are, most games prefer tradeskillers and PvE looters. The money sink should not hurt players too much with no ambition to make money and must really hurt rich players, for example a player owned factory or research lab which gives you op like bonuses or additional features. I personally played NC over a long time period but i was never a really rich person.
jeah and they can but whats the use in everyone having endless millions of credits?
only effect is that bought stuff is worthless because everyone can have it.
trade skillers wont work for tips anymore, because money is worthless, too. So they only work if they feel like helping others.
I do agree that working for every penny is too much but there must be a point where money still got a certain value for all players and players at least need to think a sec before deciding to buy stuff from a vendor.
And that point must then be conserved by the mechanisms which still are to be found.
right now we are experiencing the way down inflation again while in the beginning this feels right, we soon will arrive at the mentioned point and then exceed it by having too much money in game.
This has to be prevented.
Perhaps runner housing costs should be increased. Something like making all non-starter apts rentable on a per/time basis and that nicer apts with features like, all access and such be made available for rental trough NPCs. If you stop paying, your stuff gets locked in there untill you pay the rent you owe and get access again.
Or just make apts cost a shitload more than they do now. Something like 10mil for a nice luxury unfurnished via3 apt, but perhaps all these apts should connect to P1 somehow for commodity.
Runner Housing should have Rent.
You pay a daily rent. If you don't, you don't lose your house, instead you cannot enter it unless you visit the housing npc and pay him.
Rent would be paid automatically from your account. Only if you default on your payments do you have to visit the NPC and pay him.
This idea could be discussed in it's own thread perhaps. It would require many changes though, which makes it unlikely but the overall idea is a good one : make something nice available for rent to players, which they continuously have to pay to maintain.
no you didnt and you contradicted yourself... if its automatically withdrawn, how do you miss a payment lol?