In 17.1 in my long term game (less than 49 days) i had 502 000 Coins on stock after buying EVERYTHING i wantedjust have cap limits for each merchant - like the elder scrolls already does. have the cap limit increase with perks, just like skyrim. perhaps change it so that traders that are far away from towns have higher caps
also i dont understand all this talk of there not being a sink. for me, my cap sink is simply concrete, cement, forged iron and forged steel. i do make those things myself but i stockpile as much as i can, cause you never know when you'll lose your backpack to a glitch and then have to recraft your entire supply of steel tools and steel armor (happened to me). then theres also springs, electronics, duct tape, and other random stuff that is common in most crafting recipes. again, try to stockpile as much as i can, cause you never know when your motorcycle stops responding to you and you can't use it anymore and need to build a new one (also happened to me ugh)
so tons of sinks already exist. you can never stockpile enough. also solar panels are expensive
The actual sinks you mention are .. bugs. To become economical sinks, the motorcycles would have to break by design, roughly every two miles, with the 17.1 economy- cause you never know when you'll lose your backpack to a glitch
- when your motorcycle stops responding to you and you can't use it anymore
so tons of sinks already exist.
good point!I believe the one and ONLY problem with economy is that economical aka barter and quest rewards perks and both locked together with all crafting perks.
These two should be completely separate, so you can either craft stuff, or get it from traders at better cost efficiency, both locked behind int will only keep creating problems and "rebalances" that screw up every single player but the one focused fully on int.
This number alone says nothing without context. The question is how did you get this amount of coins ?In 17.1 in my long term game (less than 49 days) i had 502 000 Coins on stock after buying EVERYTHING i wanted
If we talk about moneysinks we need to be away of extrems.This number alone says nothing without context. The question is how did you get this amount of coins ?
How many traders do you know and use ?
How often do you visit the trader(s) ?
What do you sell ?
You can push every system to the limit but that's not what the average player does.
The players who play longer are mostly people who build large bases and like to decorate them. In Alpha 16, for example, I was always looking for these bar stools because you couldn't make them yourself and I liked them. Something like that would be nice to sink money into it.If we talk about moneysinks we need to be away of extrems.Anyway, in A17.2 it would be more likely around 200k coins.
Means a few Moneysinks for lategame and all is fine.
I GUESS its not that hard to make imods that cost you great money but give only small advantages
IMO this is the best solution (even though I like the "weird west/hell on earth"-vibe of the original idea)The solution is to get rid of dukes...and don't replace it with anything.
Use credit....use credit PER TRADER.
I give the trader X items and do Y quests, and now I have Z units of credit, which i can spend to get items. No physical anything, no doing 3 quests for trader hugh and then buying a pistol from trader jen. This means that the player will always have to establish trust/credit with an npc before getting anything. It means no walking up to someone and giving them 10,000 widgets and taking everything valuable from them.
The fact that any ITEM is used becomes pointless.
Either the item is useless, in which case why are people accepting it in return for valuable goods in an unstable, post-apocalyptic society
Or the item is useful, which just opens up rampant abuse to be able to spam acquire huge amounts of something useful (and if it is endlessly available, it's value drops and drops the more prevalent it is until its useless again). If bullets become currency, then all that will happen is that bullets will cease to be the supply bottleneck they are now, and something else will replace them.
Well i know we are not soo many who play this way, but map hopping would be a pain with this systemIMO this is the best solution (even though I like the "weird west/hell on earth"-vibe of the original idea)
1) Individual credit lines solve the PvP problem and
2) add the possibility to limit indivudual credit balance
3) You also get a reputation system on top
4) It would feel more like a primitve exchange trade system with the trader having the upper hand as you have to give him credit, but he doesn't give you any. In other words Trader Rekt compatible
I would add a simple rule to it: If a credit balance limit exists it is only enforced when you exit the trader dialog. This makes it possible to purchase legendary weapons/armor/mods with prices above the limit. Players would hoard diamonds or gold again as a high value trade item for buying such stuff
What'd you craft to get 500k coins? i'm crafting knives, armor and etc, but it takes forged iron or forged steel, and i don't have that much ore veins left. so i have to go out and buy it. i'm also selling stone 6k at a time. eventually though traders get bored with the stuff i sell so i have to go out furtherIf you make a trader cap so low that it affect a singleplayer it destroys multiplayer
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In 17.1 in my long term game (less than 49 days) i had 502 000 Coins on stock after buying EVERYTHING i wanted
No, not everyone does. However, a few does, and then TFP will balance/nerf based on those numbers.This number alone says nothing without context. The question is how did you get this amount of coins ?
How many traders do you know and use ?
How often do you visit the trader(s) ?
What do you sell ?
You can push every system to the limit but that's not what the average player does.
I always felt this was how "trading" should work in this game. Extra bonus is that it extends to when random NPCs are added: Random family needs food...willing to give a huge amount of "credit" for food, but nothing for anything else, and has some ammo, an engine, and a wrench to "sell" with the credit....basically a fully functioning dynamic/radiant quest system created out of an intangible, nontransferrable currency.IMO this is the best solution (even though I like the "weird west/hell on earth"-vibe of the original idea)
1) Individual credit lines solve the PvP problem and
2) add the possibility to limit indivudual credit balance
3) You also get a reputation system on top
4) It would feel more like a primitve exchange trade system with the trader having the upper hand as you have to give him credit, but he doesn't give you any. In other words Trader Rekt compatible
I would add a simple rule to it: If a credit balance limit exists it is only enforced when you exit the trader dialog. This makes it possible to purchase legendary weapons/armor/mods with prices above the limit. Players would hoard diamonds or gold again as a high value trade item for buying such stuff
Fun fact, our ancestors use stones and rocks as currency. They lived in a world even more apocalypse-ish than what we have in 7 days to die because they have no guns no armor and no antibiotics. At the end of the day trade is based on trust, not the currency.Only useful items would have any value after an apocalypse.