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Bulk Goods changes coming soon
*sam*
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This is another advance warning.. based on recent discussions I am now starting work on the following, and will patch in the changes early next week:

1. Each bulk good only spawns in specific town(s) - fuel in TX, Car Parts in SF/TX, Food in SS/Elms, etc.
2. Increase the NPC-shop price differential between bulk goods. i.e. any town far from the production source will be much more expensive. Piracy levels on a distribution route will increase in pricing effect also.
3. Certain bulk goods are of course critical to gameplay so need special treatment:
  a) Fuel - even when there's no fuel cans in the NPC market, you can still refill your tanks at a much higher cost. (I'll make it so you can refuel from cans in your lockup also)
  b) Food/Water - your characters won't actually starve when there's none in town (or your lockup), but they will have to pay a much higher price.

The main reasons for the above 3 items is to encourage and make viable bulk-good trade caravans. A secondary reason is to make player attacks on NPC traders more worthwhile.. I'll make food, water and fuel the main stuff they carry, but also sometimes weapons in their cargo.

4. Certain types of hardware will only spawn in certain towns: fire/oil-based weapons only in TX, etc. The common weapons such as MGs will spawn everywhere.

The main reason for item 4 (and to some extent the other 3 items also) is to increase the differences between the towns
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Sep 11, 2009, 11:32 am Last edited Sep 11, 2009, 11:35 am by *sam*
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*sam* said:

  a) Fuel - even when there's no fuel cans in the NPC market, you can still refill your tanks at a much higher cost. (I'll make it so you can refuel from cans in your lockup also)


Maybe you should keep refilling a car in SS cheap to help noobs.
Gascans should be expensive in SS.
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vet wv zom0,3,0

Posted Sep 11, 2009, 11:51 am
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Yay!

A year ago all I did was trade guns .

The market now is fat and saturated !

Demand is good

@ Bam
- SS is a license to print money , thats why no one is leaving
- Rental arrive fully fuelled
- the overhead for an SS scout should be $1k minimum
- running away from pirates for the scout skillcheck cost b****r all currently
- intercity travel will be more profitable coz all goods are more valuable

COCO
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vet wv

Posted Sep 11, 2009, 12:09 pm
*Ayjona*
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This is *absolutely* wonderful. I've been waiting for such a change for so long.

A year back, me and Rhalp did a few caravan runs (him with three two axle lorries, me in a single Phoenix to protect him), and while we did succeed in getting all three lorries from SS to Elms to SS to GW to BL and all the way back to SS, it really didn't pay off well at all, in spite of us checking prices beforehand, and carrying the cargo that yielded the most profit per bulk.

We concluded that while the mechanics made for wonderful trading opportunities, the in-game economy really did not support it. (We decided to publish our findings to you, Sam, but unfortunately, never did so. Perhaps that would have speeded up this change ;) )

But now... I canna wait to see all those lorries rambling across the landscape!

Sam, will the new NPC-shop price differential mean that us carrying bulk goods further and farther will net us greater rewards, once we do sell it?

I guess that what I am asking is this: while this patch means there is an incentive to trade, out of necessity (spreading bulk gods across the continent, providing access to stuff not made in particular towns), will the rewards also be greater?
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vet marshal wv

Posted Sep 11, 2009, 12:22 pm
*sam*
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Quote:
Sam, will the new NPC-shop price differential mean that us carrying bulk goods further and farther will net us greater rewards, once we do sell it?


Yes, definitely.
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Posted Sep 11, 2009, 12:24 pm
Serephe
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This means big things for the southern towns that lack food/water production.
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vet wv paintladder ww0,3,0

Posted Sep 11, 2009, 12:24 pm
*sam*
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.. and for the northern towns that lack fuel production
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Posted Sep 11, 2009, 12:30 pm
Serephe
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*sam* said:
.. and for the northern towns that lack fuel production


Perhaps, though it affects them less -- they can simply use fuel tanks large enough to make a round trip.

It's hard to find workers that can survive without food or water.
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vet wv paintladder ww0,3,0

Posted Sep 11, 2009, 12:32 pm
ISHOULDCOCO
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Serephe said:

It's hard to find workers that can survive without food or water.


http://www.cyber-heritage.co.uk/ww2women/dig.jpg

(sry, had to )

COCO
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vet wv

Posted Sep 11, 2009, 12:59 pm
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........and every single fuel can has immediately been bought.....
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vet wv pvp40,1,0

Posted Sep 11, 2009, 3:02 pm
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Sam,

Announcing this ahead of time was a terrible decision for these reasons:

1. The first person to see your announcement BOUGHT EVERY CAN OF GAS IN EVERY TOWN. Thousands of gas cans have vanished out of the economy. When you switch over to the new economy, congrats, you've just made him/her an instant billionaire.  So much for curtailing inflation.

2. By announcing this, you've removed every single gas can from circulation. Gas cans are now being horded. You've effectively killed the activities of any camp that cannot create its own fuel.


You may as well make this change go live now . Otherwise there will be no bleeping gas cans.

Also, give us a fuel tank calculator, please. If you're making integral fuel a more important consideration, give us the tools to accurately and easily calculate our fuel requirements.

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vet wv

Posted Sep 11, 2009, 3:13 pm Last edited Sep 11, 2009, 3:21 pm by metrocube





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Posted Today, 9:06 pm
*Ayjona*
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metrocube said:
You may as well make this change go live now . Otherwise there will be no bleeping gas cans.


Or Sam can just have the towns produce additional fuel cans. And possibly limit the purchase of fuel cans until the change goes live, though I prefer to let the economy run amok, and limit it by in-game means instead.

This does beg an important question, though: NPCs can be pirated, and piracy will be far more profitable, now that the bulk goods have increased value, and now that NPCs will carry weapons. However, player convoys are absolutely safe, thanks to the limited PvP. What do we do, if the need to regulate the economy against other players through force arises?

The limited PvP possibilities take away one of our most important means of regulating the economy in-game: the possibility to simply ambush a player who buys up every single gas can, when he tries to transfer that gas to another town.

In any part of the world where humans are made to starve and suffer from hording and monopolization of basic means for survival, there is always a risk that the have-nots will riot and revolt, and loot whatever they need to survive.

The lack of free PvP prevents us from doing the same, in-game. When the basic goods were almost always available, we didn't need this freedom. Now that they might become severely limited, the limited PvP options suddenly become a hindrance in regulating the in-game economy.

That's the problem with "magical defenses" (i.e., off-game limitations to in-game activities, such as PvP): once you start adding them, you have to add more in order to balance out the game.
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vet marshal wv

Posted Sep 11, 2009, 4:07 pm Last edited Sep 11, 2009, 4:09 pm by *Ayjona*
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Let's not forget that you can PvP even in Somerset if your camp is at war with their camp. And since almost everyone is a member of multiple camps....
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vet wv

Posted Sep 11, 2009, 4:09 pm
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well its an easy fix, just get all the fuel cans back from Caps as either he or COCO ( inside information ) has bought them, its how they operate B).

In all seriousness, whoever bought out the fuel has abused the situation, its as good as cheating as far as im concerned ....

*edited* with a smiley
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vet marshal wv community

Posted Sep 11, 2009, 4:12 pm Last edited Sep 11, 2009, 4:22 pm by *Grograt*
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GREAT IDEA:

In a town that is out of gas, you have to be able to fill tanks because otherwise the game breaks in fundamental ways. But why not make it so that you can't fill any tank fuller than 5 units.

This will mean:

- You're never not able to scout or race. The game doesn't break.
- You can actually get stranded in a town if it has no gas and you don't have enough to travel. Great from a RP/game feel standpoint.

To help support this, we will need to be able to loot 1 and 5 unit gas containers from scouts, pump out tanks in town etc. I dont think it will be 'sim fuel management'. I think it will have just the right 'oh my god every drop is precious' feel.
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vet wv

Posted Sep 11, 2009, 4:24 pm Last edited Sep 11, 2009, 4:26 pm by Jety
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Although some of these changes will just be annoyances for me, I think they are good for the game. The one big negative I see of this however is everyone attacking traders now...
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Posted Sep 11, 2009, 5:14 pm
*Grograt*
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You wanted more pirate players Longo, you got it B)
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vet marshal wv community

Posted Sep 11, 2009, 5:16 pm
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*Grograt* said:
You wanted more pirate players Longo, you got it  B)


I never said that. I like there being only a few of us, to be honest.
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Posted Sep 11, 2009, 5:21 pm
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[quote=metrocube]1. The first person to see your announcement BOUGHT EVERY CAN OF GAS IN EVERY TOWN.[/quote]

And this is different than when it goes live in what way? The first person to log in and see the announcement pop up would have the same ability...

[quote]When you switch over to the new economy, congrats, you've just made him/her an instant billionaire. So much for curtailing inflation.[/quote]

You're assuming that people will buy from "this person." :)

[quote]2. By announcing this, you've removed every single gas can from circulation.[/quote]

As of today. More will come...

[quote]Gas cans are now being horded. You've effectively killed the activities of any camp that cannot create its own fuel.[/quote]

Not really - you can still resize your tanks and just make sure you have enough for a round trip.

JL
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Posted Sep 11, 2009, 6:22 pm Last edited Sep 11, 2009, 6:22 pm by *jimmylogan*
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