PC The big crying thread for 17.2 Economy

must resist urge to comment on professional murder AKA big pharma aka medical industry.... ahem... cough... ahem.... I could totally open up a massive can of worms here LOL... ok ok. (medical industry rubs me the wrong way far more than any video game company does). But I'm gonna be good and not derail the thread. sooo.. imma leave it at that. lol
Haha. I'll admit drugs do kill but drugs also save lives. What I dislike are drug companies that charge exorbitant prices to people who are just trying to save a loved one. Also health insurance should be cheaper...

Must switch back or we'll get sent to the principal's office.

So how about the in-game economy eh? :) . Honestly, I think they nerfed (player) sell prices too much. Also we need more money sinks somehow. I always have an excess of dukes at end-game. Need to use them.

 
So how about the in-game economy eh? :) . Honestly, I think they nerfed (player) sell prices too much. Also we need more money sinks somehow. I always have an excess of dukes at end-game. Need to use them.
How about adding an option to pre-order goods from trader at increased price? That may serve as a money sink as well as ameliorate possible resource deficiencies. Some late-game items' stock probabilities may be tweaked too, so that they will be mostly pre-ordered and hence more expensive.

 
How about adding an option to pre-order goods from trader at increased price? That may serve as a money sink as well as ameliorate possible resource deficiencies. Some late-game items' stock probabilities may be tweaked too, so that they will be mostly pre-ordered and hence more expensive.
Pre-ordered goods is a good idea. Perhaps require a down payment and the rest upon receipt. Depending on the item, the time it takes to actually get them could vary. Much harder to find a blood withdrawal kit than a pickaxe for example. Half and half on your second suggestion. We don't want to force the player to always rely on pre-orders - the secret stash is there for a reason. However balance checks must be in place with this new system to prevent the player from getting everything early on. Like have only 1 preorder across all traders. Eg. You've already met 2 traders. You preorder from trader 1. If you talk to trader 2, he'd say something like 'Word out there is you're looking for x. I'll be on the lookout for that as well.' Could also use the bartering levels to pre-order certain items.

Tasking the trader to repair armor/weapons using dukes could work early on. At mid to late game though you'll more likely have tons of resources to repair them yourself. Perhaps when the trader repairs them they last longer.

Hiring/renting mercanaries is another idea but they're not even close to implementing followers yet.

I read somewhere the idea of scrapping dukes to brass. I think that's a very good idea. Brass is very limited compared to other resources in this game. Obviously it can't be 1:1 ratio - need balance.

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Yeah get me a Beaker you sh*t
I feel ya. I got my 2nd beaker in an air drop but on day 8x. Was able to make a chem station but still cannot make first aid kits because I don't have a blood-withdrawal kit.

 
Yeah get me a Beaker you sh*t

Beaker_%28Muppet%29.jpg
 
Y'all could just do what I did. Add these lines to the blocks.xml file in the tv and paintingBen blocks, and you can pick them up and sell them (extends to all tvs and the portraits).

<property name="CanPickup" value="true"/>

<property name="EconomicValue" value="80"/>

<property name="EconomicBundleSize" value="1"/>

I didn't like the insane nerfing myself. Limit of 3 of any item sellable, no loot from zombies, most stuff you don't get in great enough abundance to just sell everything, clothing and tools are at a premium due to changes in A17. Traders need to be an option early game. Not necessarily to the point where you can just buy anything and everything, but you shouldn't have to forgo them either.

 
In response to the OP...

I don't take too much issue with the economy myself, the perk makes a huge difference. I know it says 20 % or whatever, but sell prices are actually 2x, 3x, 4x, and so on as this is referencing the base value of the item, not the sell value (which is initially set very low).

Mostly one just needs to invest in the perk to make it viable. It's definitely nerfed, but it's not like the trader is completely infeasible.

 
No we're not Bethesda... yet. Coding in followers in a fully destroyable world is a nightmare, and would subtract from the total entities alive in the world and the people (in general) want more zombies and more players not crappy NPCs that get stuck on stuff. I'd love to have followers but until we get believable bandits its not on the table at all.
@MadMole, sorry, but what about wolf taming? :upset:

wolf-taming.png


 
tbh i dont like the idea that to abuse trading, i love they changed it so u cant cheat progress, only thing that frustrates me by progtression is the wrench and clawhammer for a wokbench, am lucky finding 1 in side a house by random chance but this run within 2 weeks i have 2 points in lucky looter so i found 2 wrenches lvl tier 2 and tier 6 purple xD EZ BOIS EZ TO FUCING EZ for me :Dam lvl 20 on day 13 lets goo

 
The trader is just a compromise for players, so they don't scavenge the entire map just to find an auger or whatever. It's honestly pretty underwhelming. I'd much prefer things like augers be craftable, if you can find enough parts (not just the two arbitrary parts with astronomically low drop rates that you must find to make one). The trader feels like a placeholder for RNG woes.

 
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