Royal Deluxe
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https://en.wikipedia.org/wiki/Rai_stonesOnly useful items would have any value after an apocalypse.
https://en.wikipedia.org/wiki/Rai_stonesOnly useful items would have any value after an apocalypse.
What matters is that you have enough sinks to siphon out the currency that is being given as rewards on a bullet point feature that you use to buy goods from another bullet point feature of your game. Players should always feel squeezed for currency until they reach the end game. This is the role of a systems designer to build in that sense of progression and encourage moments when the player will engage in content so that they can achieve their goal.It does not really matter what currency you use.
In this game (like many) it's easy to generate value and prices are fixed with variations based on your barter skill.
It is inevitable that players "win" the trading game.
Inflation would delay and possibly "fix" that but it would have to be war economy inflation to make a dent and no one wants that insanity. LOL
Thank god at least one person gets it. There are so many responses here that miss the point entirely that I had given up.What matters is that you have enough sinks to siphon out the currency that is being given as rewards on a bullet point feature that you use to buy goods from another bullet point feature of your game. Players should always feel squeezed for currency until they reach the end game. This is the role of a systems designer to build in that sense of progression and encourage moments when the player will engage in content so that they can achieve their goal.
Why would players engage in T5 quests that cost them hundreds of ammo to complete when they will get an item that will probably be sold for dukes, xp that they don't really need at that point, and more dukes that they can't use because there is nothing worth purchasing? This is the underlying problem being discussed in this thread not mudflation. This issue is why there are multiple threads about the difficulty of gamestage, the difficulty of t5 quests, the lackluster reception of loot at higher levels, and the state of the economy.
So, no, it is not about winning the trading game or combating mudflation. It is about bullet point features on the box not functioning together as a cohesive unit to make for an engaging experience for the player. Specifically that currency as a driver and reward breaks after 7-14 days of gameplay.
That can obviously be changed...did you miss the part where I said that some serious thought would have to go into balancing the ammo recipes vs item costs?Ammo is too easy to make.
Right. And if what we have now was all we were ever gonna have I would be there with you. But you are putting a lot of thought and criticism on a partly-done system. Tier 5 quests are done but the legendary loot that will be the reward is still not in the game.What matters is that you have enough sinks to siphon out the currency that is being given as rewards on a bullet point feature that you use to buy goods from another bullet point feature of your game. Players should always feel squeezed for currency until they reach the end game. This is the role of a systems designer to build in that sense of progression and encourage moments when the player will engage in content so that they can achieve their goal.
Why would players engage in T5 quests that cost them hundreds of ammo to complete when they will get an item that will probably be sold for dukes, xp that they don't really need at that point, and more dukes that they can't use because there is nothing worth purchasing? This is the underlying problem being discussed in this thread not mudflation. This issue is why there are multiple threads about the difficulty of gamestage, the difficulty of t5 quests, the lackluster reception of loot at higher levels, and the state of the economy.
So, no, it is not about winning the trading game or combating mudflation. It is about bullet point features on the box not functioning together as a cohesive unit to make for an engaging experience for the player. Specifically that currency as a driver and reward breaks after 7-14 days of gameplay.
Your ammo system is practically equivalent to the current system with the trader having unlimited ammo in stock. The natural sink, i.e. the zombies already exist. We already buy up all the ammo the trader has.It's not a system that completely sorts itself, but the massive advantage it has over the existing Duke system or a theoretical credit system is a natural sink of escalating strength. As gamestage goes up you encounter more and tougher zombies requiring you to expend more and more ammo.
That's fine, but where is the sink? With Dukes, every player eventually hits a point where there simply are no more sinks...nothing to spend their money on. The ammo as currency idea solves this problem as there are always more zombies to shoot and their numbers will always continue to rise as gamestage increases.Right. And if what we have now was all we were ever gonna have I would be there with you. But you are putting a lot of thought and criticism on a partly-done system. Tier 5 quests are done but the legendary loot that will be the reward is still not in the game.
I'm not saying that you shouldn't critique but there is a very good reason the bullet points aren't working together cohesively yet. It's the other as of yet missing bullet points you aren't considering.
Dukes are the enforced currency by the Duke but the Duke and his casino are not in the game yet.
There are tier 5 quests but their intended rewards are not in the game yet.
Bandits and the Duke himself are the most dangerous threats in the game but they are not yet implemented.
If you could at least acknowledge the missing parts when discussing the current status then it gives a better idea of the whole picture. I believe that the casino tokens will be useful as currency and also fit in with the lore of the game. I believe that there will be loot worth doing a tier 5 quest to obtain and that you probably won't want to sell it but use it to help you survive against the bandit incursions into your world beyond what the zombies can do now.
I can tell you for a certainty that the reason there are so many threads complaining about partially done systems is because their authors are treating them as if they are the final intended versions. Some are even saying that the devs shouldn't release anything until its complete-- in an early access game!
Afaik they do want to find a good way to make repair meaningful again - they wouldn't possibly leave it like that.The reason that this problem has become so severe and engendered so many complaints is the unlimited repair possibility introduced in A17.
Okay, I don't read the dev diary thread regularly, so maybe I'm just uninformed. What's the plan?Afaik they do want to find a good way to make repair meaningful again - they wouldn't possibly leave it like that.
I almost never read that abomination of a thread, but I remember Roland saying something about repair possibly changing in the future when A17ex was launched.Okay, I don't read the dev diary thread regularly, so maybe I'm just uninformed. What's the plan?
Whatever it is, it's pretty counterintuitive because this particular problem didn't exist in A16. The old system used items as a dynamic sink for Dukes and/or resources as you had to constantly invest in keeping your pink quality tools/weapons pink. Now it's one and done, so it's hard to see why the change was made if there was any thought being given to the role of repair in the overall economy.
Mmm hmm. But if currency/trading are turned into an integral part of the game then it becomes a different game where you cannot proceed without traders.So, no, it is not about winning the trading game or combating mudflation. It is about bullet point features on the box not functioning together as a cohesive unit to make for an engaging experience for the player. Specifically that currency as a driver and reward breaks after 7-14 days of gameplay.
Interesting, so we may be able to smelt Dukes for brass in the future?The coins are supposed to be made of brass, the most valuable commodity in the apocalypse because you can make ammo from brass. Why it can't be smelted is a bug or a design I wasn't in on.
Well that at least makes sense. If this design/bug is changed/fixed, that goes a nice step toward fixing the problem.The coins are supposed to be made of brass, the most valuable commodity in the apocalypse because you can make ammo from brass. Why it can't be smelted is a bug or a design I wasn't in on.