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Money Cap
JS
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First I wrote a rant about this idea. In the spirit of good order and discipline. I will simply say I oppose a limit. Completely and absolutely. The RC should stay out of the economy IMHO.
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vet wv pvp5 pvp3 pvp4

Posted Jun 10, 2010, 11:26 pm Last edited Jun 10, 2010, 11:26 pm by JS
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Place bounty's on yourself if you want a money sink.

As the recipient of some rich vet love, I say no money cap.
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vet wv marshal pvp2

Posted Jun 11, 2010, 1:11 am
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Ok, idea rejected.

One thing I can't help myself but point out though...

The multi-millionaires of the post-apocalyptic waving the 'realism card'.  :rolleyes: Good times lol
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vet combatL1 wv cont0,5,0

Posted Jun 11, 2010, 1:49 am Last edited Jun 11, 2010, 3:16 am by Groove Champion
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Lol, I'll agree groove, that is kinda funny...
"The World Ain't fair son, Live with it"
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Posted Jun 11, 2010, 1:55 am
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LoSboccacc said:

tie item rarity to their sale price so that npc cars with rare item are rarer


I like most of your ideas here, but wouldn't this one simply spiral rare items into ultra-rare and fix their position as nearly unobtainable?

Lets say, for the sake of example, that I buy a cadrona off of Firefly for 10 Million, just to screw with people.  Better yet, we start selling it back and forth between ourselves for 10 Million each time.  Suddenly the average sale price is insane and cadrona's become super rare.  This seems reasonable, although kind of exploitable so far.  Now, however, since cadronas REALLY ARE RARE, they start legitimately selling for inflated prices amongst players who want to try them or hold them as trophies.  This reinforces their rarity and they continue to not spawn indefinitely.

I'd rather have spawn rates NOT be tied to sale prices, so fads and changing player tastes may spike the market price, but the market recovers it's eventual equilibrium once the fad passes. For instance, Windy 1's were going for over a million a few months back.  About a month ago I picked up a couple for 50K each and I saw newbies driving around in them. Obviously someone unloaded a bunch and saturated the market.  I assume the market will recover and prices will go back up, if they haven't already to some new equilibrium.  This is exactly how such a market should work!  Windy2's are about as common as Spirits on the other hand, but priced way higher because of their utility.  Again, this is awesome.
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Posted Jun 11, 2010, 3:12 am
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Whats less awesome... is the money people will pay for the HGG... when a HMG is actually a better weapon :rolleyes:

Oh yes, I have statistics!
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Posted Jun 11, 2010, 3:21 am Last edited Jun 11, 2010, 3:22 am by FireFly
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I have some HMGs on the market for only 250K.
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vet combatL1 wv cont0,5,0

Posted Jun 11, 2010, 3:25 am
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FireFly said:
Whats less awesome... is the money people will pay for the HGG... when a HMG is actually a better weapon  :rolleyes:

Oh yes, I have statistics!


In the hands of more skilled gunners. For newbs the extra chance to hit and improved chance at skill gain is more important.
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Posted Jun 11, 2010, 3:42 am
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Procyon said:
Lets say, for the sake of example, that I buy a cadrona off of Firefly for 10 Million, just to screw with people.



wouldn't work with the player/npc market unification. any screwup like that will make npc take the opportunity of shipping a lot of cadrona, and you'll always be buying for the lowest price due the wtb/wts anonymous market place

again, those are mostly not my suggestion, but are a collection of ideas that have been suggested unstructured by various people in various time.


the only idea of which I claim ownership is the npc shipping around goods behind the curtains (putting them on sale with price adjusted by travel distance and difficulty, success based on roll, influences fame, etc etc it was a pretty nice little idea :P )
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vet wv

Posted Jun 11, 2010, 7:19 am
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i agree with a money cap...

i effectively self impose one so i have to play the game through negotiation and relationship building rather than buying power. Its more post apocalyptic.


Iwould PREFER to see money removed... and a barter system introduced... where the shops woudl exchange the chassis you loot for ammo (creating a viable flow of ammo), fuel and bulk goods... and everything else you swapped with other players. missions would have value items as the 'payment' etc.


That is proper post apocalyptic.... our economy at the moment feels more like rollercoaster tycoon than post apocalypse.
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vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted Jun 11, 2010, 9:38 am Last edited Jun 11, 2010, 9:39 am by goat starer
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johnny go said:
if you wana money pit have hinge skill gangers demand out ragus wages :-)


Yes, I agree that something like this would be a more appropriate way to create a 'soft cap' rather than apply an arbitrary 'hard cap'
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Posted Jun 11, 2010, 9:53 am
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*sam* said:
johnny go said:
if you wana money pit have hinge skill gangers demand out ragus wages :-)


Yes, I agree that something like this would be a more appropriate way to create a 'soft cap' rather than apply an arbitrary 'hard cap'


but i bet you think my idea is better... after all you exist in a barter economy where a potato can be exchanged for a wife!


although most people think you get a better deal the other way round!
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vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted Jun 11, 2010, 11:29 am Last edited Jun 11, 2010, 11:39 am by goat starer
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Quote:
after all you exist in a barter economy where a potato can be exchanged for a wife!


LOL. It may be going that way if our corrupt politicians/banks continue their current course..

The problem with bartering goat is the complexity. The nice thing about money is that it provides a baseline value to exchange anything to/from. The actual mechanisms of bartering would be quite a bit of work too... instead of simply selling stuff, you'd have to match up with stuff you wanted in return.
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Posted Jun 11, 2010, 12:00 pm Last edited Jun 11, 2010, 12:01 pm by *sam*
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Wages... now that part is kind of funny, if they truly are "Gangs", the members shouldn't demand wages, that's more of a... I dunno, mercenary force perhaps? :rolleyes:
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Posted Jun 11, 2010, 12:16 pm
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[I was going to rant about not wanting my gangers to charge higher prices for their skill but I just got a borderline genius idea.]

Have the training centers scale up the charge for training based either on the characters skill or on the number of specs they have. A times 2 system seems fairly reasonable but scales up quickly. 100 per week until first spec, 200 until second, 400 until third, 800 until fourth and so on.
  Not only would this get really expensive over the course of a characters life and over an entire gang it would not unfairly punish new players or veterans, it would be completely optional for the more causal players like me or players more interested in their bank account. If the training gets too expensive you can simply pull them out.
What y'all think.
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vet marshal raceL1 wv

Posted Jun 11, 2010, 12:31 pm Last edited Jun 11, 2010, 12:33 pm by *Fourhand*
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Its threads like this one that make me wanna delete my DW icon from my desktop.

While we are at it, I demand that Sam eliminate all chassis in the game except for symphs....and all guns. If you wanna kill something you have to throw rotten tomatoes at them.

If you wanna be a RP or you dont like the idea of cash or whatever, Sam can just change the term "money" to "bottle caps," or something more unique like "beer cans."
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Posted Jun 11, 2010, 12:56 pm Last edited Jun 11, 2010, 12:59 pm by Longo
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dont want bottle caps ... they would have no value... in a world of scarcity ONLY barter would work. Your money is of no value to me as i can generate more than I can spend.. only things have value...

the 'currency' should be fuel, ammo, stone, car parts etc... that is not hard to do ... its easy
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Posted Jun 11, 2010, 1:10 pm
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But it isnt, it is money and not everyone has reached such a high echelon that they dont have to worry about it, or attempt to save it to purchase things, or enjoy keeping the books balanced as a gameplay mechanism at the end of the week.

for me it is part of my game play, as it is for many.

Uber bank accounts are owned by heavy players, others that scout lightly get no where near the amounts of some, and to be honest why is it a problem.
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Posted Jun 11, 2010, 1:14 pm Last edited Jun 11, 2010, 1:15 pm by *Grograt*
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goat starer said:

the 'currency' should be fuel, ammo, stone, car parts etc... that is not hard to do ... its easy


Let's say we're using fuel as currency:

- either fuel needs to be 'always available' (so that Jake can always take your loot). Yes, that would indeed be easy - however in this case using fuel is identical to using $. It's not barter at all, it's merely changing the currency
- or else fuel needs to be a limited resource, which leads to people wanting to swap their items for other items rather than for fuel (e.g. when Jake has no fuel to pay them with). Which creates the complexity problem I mentioned above.
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Posted Jun 11, 2010, 1:28 pm Last edited Jun 11, 2010, 1:30 pm by *sam*
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LoSboccacc said:

create the wtb marketplace

unify player and npc market

regulate market prices by managing town item creation/availability

tie item rarity to their sale price so that npc cars with rare item are rarer

make it so npc gang could buy items from any town and move them to any other town for a fame increase (or decrease if their roll fail)

make it so that camp could allow npc to trade goods there (buy only)

watch as price and item availability naturally adjust based on the cost of producing them

tune production recipts/time/rating until to tune the item availability balance

enjoy the best economic model in a game to date (2nd best, to tell the truth)


Yes.

Please Sam?
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vet wv marshal pvp2

Posted Jun 11, 2010, 2:15 pm Last edited Jun 11, 2010, 2:15 pm by Dark Tempest
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