PewP3r
New member
Fixing the In-Game Economy
Hey folks,
There's a serious disconnect between looted item value and bought (trader) item value that ought to be looked at. When you can sell a pistol for 50 bucks but a hunting knife costs 4,000, something's off. To start, I think it'd make sense to price things according to typical buy/sell rates you'd find in real life. A pawn dealer would probably buy something off of you for 40-70% less than it's worth upon resell, depending on your ability to negotiate (barter skill) and the quality of the item. This would mean that the same hunting knife, when it comes time to sell, should be worth about 2,000 bucks--which is still ridiculous. I see that the prices for selling items have been drastically reduced over the past couple releases, but the price to buy has not. I also see that pistols are still way too common in the wasteland. Perhaps some work could be done reconciling item rarity vs. trader prices, and bringing the buy/sell disparity under control? The trader ought to also factor in lesser value for crafted vs. non-crafted items (loot only), and less complex vs. more complex crafted items.
Hey folks,
There's a serious disconnect between looted item value and bought (trader) item value that ought to be looked at. When you can sell a pistol for 50 bucks but a hunting knife costs 4,000, something's off. To start, I think it'd make sense to price things according to typical buy/sell rates you'd find in real life. A pawn dealer would probably buy something off of you for 40-70% less than it's worth upon resell, depending on your ability to negotiate (barter skill) and the quality of the item. This would mean that the same hunting knife, when it comes time to sell, should be worth about 2,000 bucks--which is still ridiculous. I see that the prices for selling items have been drastically reduced over the past couple releases, but the price to buy has not. I also see that pistols are still way too common in the wasteland. Perhaps some work could be done reconciling item rarity vs. trader prices, and bringing the buy/sell disparity under control? The trader ought to also factor in lesser value for crafted vs. non-crafted items (loot only), and less complex vs. more complex crafted items.