Forums » Suggestions
The value of money.
After playing vendetta for 5 days I've come to realize that money has absolutely no value here. zero, nada. none.
people are throwing away 100kc to friends here and there I already got a million, and what is the best thing I can buy with them? the best ship is less than 15kc, the best station sold weapons are just a few kc..
The few things that are worth something are weapons that can only be obtained by drops, and seldom do people want to sell those, most likely since the money that would be used to pay would be pretty pointless.
I see 2 possible solutions to this:
1 - you add new content (read: better, more expensive weapons, mining beams, cells, shield etc.) that would make people want to _spend_ money on buying the new stuff, and if it is expensive enough people will notice a lack of cash in their wallets, thus they start to value the money they have.
2 - change the prices for the items in the game. first of all, change sell prices of hive* to more than 0c. then, raise the prices of everything by a certain degree, so that a rag or behe would cost a more like 50-100kc and not the puny 10kc it is today.
people are throwing away 100kc to friends here and there I already got a million, and what is the best thing I can buy with them? the best ship is less than 15kc, the best station sold weapons are just a few kc..
The few things that are worth something are weapons that can only be obtained by drops, and seldom do people want to sell those, most likely since the money that would be used to pay would be pretty pointless.
I see 2 possible solutions to this:
1 - you add new content (read: better, more expensive weapons, mining beams, cells, shield etc.) that would make people want to _spend_ money on buying the new stuff, and if it is expensive enough people will notice a lack of cash in their wallets, thus they start to value the money they have.
2 - change the prices for the items in the game. first of all, change sell prices of hive* to more than 0c. then, raise the prices of everything by a certain degree, so that a rag or behe would cost a more like 50-100kc and not the puny 10kc it is today.
This has been discussed quite often, and it resurfaces every now and then. The general consensus seems to be that once the new, revamped economy is around, this will balance itself, which is debatable as such, but anyway, it's the fix I thought was supposed to be applied for that problem.
You haven't lost or repaired enough ships. Repair and reload a rag or a nation-specific ship in grey stations and you'll see.
It is true that money comes too easy in this game, but it's mostly deliberate. Otherwise it would encourage un-fun PvP behaviors.
It is true that money comes too easy in this game, but it's mostly deliberate. Otherwise it would encourage un-fun PvP behaviors.
Yea, try funding a war in Sedina if you need to get rid of cred. It won't take you long to go bankrupt.
I do as much pvp as anyone else in the game, and I agree with yellowroze and everyone else who thinks that stuff should be more expensive. The price increase should mostly affect the higher-end ships and equipment. Proms, valks, moths, and the high end variants of most ships should cost around 100k with the current economy.
The current economy is a poor measure of what things should be worth. Equipment and ships are currently price-fixed. When supply/demand starts to impact things besides trade widgets, we'll see things change pretty quickly.
Either that, or the devs could implement the standard Final Fantasy money sink: A weapon that shoots armor-piercing credit chips. Let's say 50-100cr per point of damage. The universe would be bankrupt after several (rather entertaining) one-shot Leviathan hunts.
Either that, or the devs could implement the standard Final Fantasy money sink: A weapon that shoots armor-piercing credit chips. Let's say 50-100cr per point of damage. The universe would be bankrupt after several (rather entertaining) one-shot Leviathan hunts.
Covered
Here: http://www.vendetta-online.com/x/msgboard/3/11406
Here: http://www.vendetta-online.com/x/msgboard/3/16119
Here: http://www.vendetta-online.com/x/msgboard/3/15425
Here: http://www.vendetta-online.com/x/msgboard/3/16082
Here: http://www.vendetta-online.com/x/msgboard/3/15975
I am certain more. I only looked back on those with a post date less than a month old.
Please read suggestions, before posting suggestions.
I am going to quote Incarnate from the last link so as to hopefully end this thread.
"
We're moving towards making the economy dynamic, although it will not be completely player-driven. Doing that would result in very large potential imbalances, not to mention empowering player groups in ways that could totally wreak havoc in the game.
NPC convoys will be the balancing factor. Players will still be able to significantly impact the economy, but with NPCs we can still guarantee that a given station will have enough raw materials to continue manufacturing during lower periods of player population. It'll still be possible to blockade stations, preventing convoys (PC or NPC) from arriving, and therefore causing interesting problems. But it'll require some effort to do so.
Achieving an economic system in which PCs and NPCs are interchangable is a big part of why Deliverator was developed. This goes into a lot of areas.. Hive expansion, for instance. If enough Player Characters don't take the anti-hive missions, NPCs will step in to try and keep the Hive somewhat in check.
The instabilities of deliverator are also what has prevented these features from being in production. We expected them to be live by now. But, hopefully we'll begin moving towards that goal again by the end of this week.
"
Here: http://www.vendetta-online.com/x/msgboard/3/11406
Here: http://www.vendetta-online.com/x/msgboard/3/16119
Here: http://www.vendetta-online.com/x/msgboard/3/15425
Here: http://www.vendetta-online.com/x/msgboard/3/16082
Here: http://www.vendetta-online.com/x/msgboard/3/15975
I am certain more. I only looked back on those with a post date less than a month old.
Please read suggestions, before posting suggestions.
I am going to quote Incarnate from the last link so as to hopefully end this thread.
"
We're moving towards making the economy dynamic, although it will not be completely player-driven. Doing that would result in very large potential imbalances, not to mention empowering player groups in ways that could totally wreak havoc in the game.
NPC convoys will be the balancing factor. Players will still be able to significantly impact the economy, but with NPCs we can still guarantee that a given station will have enough raw materials to continue manufacturing during lower periods of player population. It'll still be possible to blockade stations, preventing convoys (PC or NPC) from arriving, and therefore causing interesting problems. But it'll require some effort to do so.
Achieving an economic system in which PCs and NPCs are interchangable is a big part of why Deliverator was developed. This goes into a lot of areas.. Hive expansion, for instance. If enough Player Characters don't take the anti-hive missions, NPCs will step in to try and keep the Hive somewhat in check.
The instabilities of deliverator are also what has prevented these features from being in production. We expected them to be live by now. But, hopefully we'll begin moving towards that goal again by the end of this week.
"