Dev Log #25: Game Economy Changes

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FireDragon Jan 14, 2014 @ 5:16pm 
If you are going for realism and not encouraging any particlar play-style I would be careful about a weight mechanic. Simply because it encourages every player to stack strength so they can carry more. In every RPG with a weight system I've always had stupidly strong mages or whatever just to get round the problem. However, on Diablo games, where every build had the same ammount of space, strength didnt need to be an important stat for certain character builds... I think limited space and not weight is the "fairer" way to go...
Lazzarus Jan 8, 2014 @ 2:23am 
The weight part is interesting. I don't like so much the merchant part, I think it's better if he buy at lower price what he don't need instead of refuse the offer.
I like the price multiplier too, I think 350% was too high. Can't wait for the next update, keep up the good work! :D
IraenShift Jan 5, 2014 @ 5:52pm 
I'm not so sure the weight thing is such a great idea, but having merchants prefer to buy or insist on buying only a certain kind of thing seems pretty reasonable. -- The dude in the armory seems a little excessive in his markup (300+ %), but then maybe that's just the sort of guy he is. Markup on bullets make sense (given their importance), but maybe it could be based on the quantity available rather than straight markup? He appears (although it could be an illusion) to make stuff out of thing you sell him (like leather), so maybe he could pay a higher rate for it since he wants it more than some dude hanging out in the tunnels might?
Lucifer Jan 2, 2014 @ 5:10pm 
The merchants change i can see becoming annoying real fast, but it sounds far more realistic than 'ive just been down a hole, here's everything i don't want to keep'. In my opinion, a mix of the two would be a good idea, as in merchants pay half of what they would for anything they arent after, so you can still off load your junk just at a lower price, and you get a better price for selling something they want.

Morrowind had a great disposition system, where costantly selling to the same merchant resulted in a sort of 'relationship' where you'd get better and better deals the more you successful sold to the same merchant. I've always thought that this is a great way to handle trading. So that you kind of become their supplier of goods, they give you a good price coz you bring in the best gear, which they can turn into profit.
Lucifer Jan 2, 2014 @ 5:10pm 
Sounds like a fair attempt to balance the economy. In a game that's about going on raids to dungeons and preparing for the unknown, personally i think the weight restrictions will add a new layer of mission prep. Your need to take what you think you might need with you verses your desire to walk away with as much loot as possible. Games like the S.T.A.L.K.E.R. series, NEO scavenger and Project Zomboid (just coz ive been playing them) benefit greatly from this concept. And you will almost certainly come across a situation where you'll wish you had of brought weapon C along for the ride, coz weapon A just ran out of ammo and weapon B doesn't cut it against these guys.
chaos Dec 31, 2013 @ 8:14pm 
Might want to consider making merchants pay less for items outside their specialty rather than just refusing them. Possibly with an indicator of whether an item is appropriate or inappropriate to a merchant.
Cogito, ergo sum Dec 28, 2013 @ 3:29pm 
Another idea: Let a "PIPBoy" screen show what's currently bought, and let this be valid until and including when you enter the shop area, so you know what's worth something when you pick it up. Can even be taken one step further by displaying that info when you get a list of stuff to pick up. I'd probably perfer if the market for selling stuff was common so you could sell the stuff at the first shop rather than having to run around.
Cogito, ergo sum Dec 28, 2013 @ 8:36am 
As a greedy player, I feel compelled to kill all hostiles if there is a profit to it (in resources or XP), so I value designs that treat different approaches fairly (roughly the same XP and resource reward for intelligent solutions/sneak solutions/kill all solutions, etc. over the course of the game. i.e. not AD&D style where killing pays more than solving quests).
I'm not above first sneaking and get the XP for solving a problem and then return and kill all hostiles to get kill XP/loot rewards as well (if they're still hostile), but I'd prefer if such meta gaming wasn't rewarded.
Cogito, ergo sum Dec 28, 2013 @ 8:36am 
Random limited purchase selections might replace one tedium with another, i.e. running in a circle between shops trying to offload what you've picked up. One alternative is to make almost all random drops to be of the lowest quality and make that quality unsellable (possibly letting "natural degradation" stop one step above to allow you to always sell back gear worn out). That way you'd only pick such things up if you want them for crafting (or repair for selling, but then your build has traded XP for money). Another alternative (not necessarily exclusive) is to make random encounters frequent and costly enough that ferrying all stuff isn't cost effective, but that might penalize some builds unfairly, and make relaxed player spiral down into poverty...
IGN Dec 27, 2013 @ 5:08pm 
i like it. Was the same thing in system shock where you have to be smart and plan your inventory. A mini game in it self. Some people dont like it but i love it. One more thing that you have to think about