Psychodabble
New member
This post might get a lot of hate, but I think it's really the only way to fix this constant back and forth of economy imbalance. TFP can tweak values all they want, but they'll never satisfy everyone because traders have such a major impact on the game.
The way out might be considered radical by some, but it's actually very simple: get rid of Dukes entirely.
1) A fiat currency in a post-apocalyptic setting is ridiculous in the first place. The old cash is worthless, but casino tokens have real value?! C'mon, that can't make any kind of sense to anybody. Caps make no sense in Fallout and Dukes make no sense here. At least the old cash can be burned to keep warm...
2) Sinks for Dukes are completely arbitrary/artificial. It's impossible to balance an economy that's entirely based on RNG. There are very few things in the game that a player can't perk up to supply for themselves through crafting and of the remaining things, players need to either depend on RNG or perk up just to have some way to spend all this useless money. There is literally no other way of taking money out of the economy.
3) Dukes make economy balancing for single vs. multiplayer impossible. If Dukes and traders are balanced to make a trade-centric playstyle viable for single players, they become dramatically overpowered in multiplayer and the opposite problem as well.
So what do we use as currency instead of Dukes? Easy answer...what has real value among post-apocalypitc traders? What are all the players clamoring for more of? AMMO!
We set up a hierarchy of ammo value that directly correlates to the resources/difficulty involved in crafting each ammo type. For example: 1 shell of 7.62 = 5 bullets .44 magnum = 10 bullets 9mm = 25 shotgun shells. Again, these numbers are only examples off the top of my head. Some real thought would have to go into the recipes and crafting stations needed for each ammo type and their corresponding value. We could also get the more valuable archery arrows/bolts in there somewhere, too.
The traders would offer items for sale in ammo prices and would also offer ammo exchanges at rates favorable to themselves. Traders would buy items in exchange for the ammo of the player's choice, but the best value would be in the "worst" ammunition. The same goes for quest rewards.
This would also be a balancing mechanism for the relative strengths of the various guns...sure the sniper rifle and AK are great, but 7.62 is the most valuable ammo, so it might incentivize more players to use the SMG or Magnum. A player might even choose to use the Blunderbuss so they can use all of their ammo for purchasing. It would also be important to give traders some price variance to incentivize a real trader playstyle, i.e. buying an item cheaply at one trader and selling it for a profit at another.
Gone would be the problem of players sitting on mountains of currency with nothing to use it for. Gone would be the complaints about not having a reason to explore POIs at high level. Even if the loot you find is useless to you, it sells for ammo!
Maybe TFP have some future plans to make Dukes advantageous, but I can't imagine what it would be and I certainly haven't heard anything about it. What is clear to me is that Dukes do not work very well as currently implemented. I think using ammo as currency is superior in every way.
The way out might be considered radical by some, but it's actually very simple: get rid of Dukes entirely.
1) A fiat currency in a post-apocalyptic setting is ridiculous in the first place. The old cash is worthless, but casino tokens have real value?! C'mon, that can't make any kind of sense to anybody. Caps make no sense in Fallout and Dukes make no sense here. At least the old cash can be burned to keep warm...
2) Sinks for Dukes are completely arbitrary/artificial. It's impossible to balance an economy that's entirely based on RNG. There are very few things in the game that a player can't perk up to supply for themselves through crafting and of the remaining things, players need to either depend on RNG or perk up just to have some way to spend all this useless money. There is literally no other way of taking money out of the economy.
3) Dukes make economy balancing for single vs. multiplayer impossible. If Dukes and traders are balanced to make a trade-centric playstyle viable for single players, they become dramatically overpowered in multiplayer and the opposite problem as well.
So what do we use as currency instead of Dukes? Easy answer...what has real value among post-apocalypitc traders? What are all the players clamoring for more of? AMMO!
We set up a hierarchy of ammo value that directly correlates to the resources/difficulty involved in crafting each ammo type. For example: 1 shell of 7.62 = 5 bullets .44 magnum = 10 bullets 9mm = 25 shotgun shells. Again, these numbers are only examples off the top of my head. Some real thought would have to go into the recipes and crafting stations needed for each ammo type and their corresponding value. We could also get the more valuable archery arrows/bolts in there somewhere, too.
The traders would offer items for sale in ammo prices and would also offer ammo exchanges at rates favorable to themselves. Traders would buy items in exchange for the ammo of the player's choice, but the best value would be in the "worst" ammunition. The same goes for quest rewards.
This would also be a balancing mechanism for the relative strengths of the various guns...sure the sniper rifle and AK are great, but 7.62 is the most valuable ammo, so it might incentivize more players to use the SMG or Magnum. A player might even choose to use the Blunderbuss so they can use all of their ammo for purchasing. It would also be important to give traders some price variance to incentivize a real trader playstyle, i.e. buying an item cheaply at one trader and selling it for a profit at another.
Gone would be the problem of players sitting on mountains of currency with nothing to use it for. Gone would be the complaints about not having a reason to explore POIs at high level. Even if the loot you find is useless to you, it sells for ammo!
Maybe TFP have some future plans to make Dukes advantageous, but I can't imagine what it would be and I certainly haven't heard anything about it. What is clear to me is that Dukes do not work very well as currently implemented. I think using ammo as currency is superior in every way.
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