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Báo cáo lỗi dịch thuật
In all cases, there's not that much to spend the credits on. So after a certain point, whether you make 2,000,000 credits stealing a ship or 200 credits, there's no real use for the credits anyway. Overall, the economy is bare-bones. Which seems to be something that is true of many RPG's overall. Go through the list of them. Things like Kingmaker, BG3, Deus Ex. Whatever game you can think of, there's a very limited economy. Usually money is a problem early. Later, it's pointless.
Hmm... fix?
for the outposts, they need to more than double the value of every item you can sell from ore all the way to products. IIRC to empty every vendor of money in NA one time, you need about a 50,000 KG or better cargo hold full. Even that may be on the low side: the crafting components you can make to sell are HEAVY but have a LOW VALUE which is GREAT if you want to buy them but not so good if you want to SELL them. At triple, buying them instead of making your own may start to become a valid choice (in favor of making them) which it currently isn't really (its a choice, but its not really valid when doing a cost-benefit analysis: most ppl gonna just buy enough to build what they need and skip all the nonsense).
for piracy, selling ships for big money ... no man's sky solved this by making you spend a great deal of materials to repair the ships, making big money AFTER spending a goodly amount of resources and effort, justifying the big payout. This is amazing creativity from devs to solve the problem... not saying its the best way here (why would a ship someone parked and left the keys in be trashed?) but its an example of creatively solving a similar problem. I think the registration is sort of creative as well, to give it credit, but it feels lamer because you WANT to be able to flip a profit on stolen ships but it can't be so easy to do it... its an issue as designed. My take on it at this point with MINIMAL SURGERY to fix it would to be to add or modfiy an underutilized skill (such as "negotiation") to decrease the registration costs considerably, upping the profits to allow ship stealing to be a profitable career opportunity later in the game.
While I agree with you in general, I used to own a couple of guns that are worth as much as a decent used vehicle. A competition 1911 or .22 (serious competition, that is) can run you 15k $US. Getting a bad design (moving barrel) to put every shot in the same hole with a light, touch-bang trigger is pricey (fixed barrel is so much cheaper and easier). The odds of looting such off some random thug in the starfield ghetto of ruined buildings etc should be nil, of course. Talking finding this : https://www.gunbroker.com/item/1019499409 on the guy taking your wallet down at the 7-11. [/quote]
you aren't wrong in that respect, but comparing a car to say even a helicopter is already a big jump, let alone a space-fairing ship. you can pick up a junker for for a few grand and sink another 6-7 to make it road worthy and looking not all too bad. there are also exotic cars that go for hundreds of thousands. we can't selectively compare random things just to make a point.
at the end of the day, i agree with the people that there is no point complaining about this game. either fix it via console, or find a mod if one is made.
they did the same nonsense in RDR2. you couldn't rob a train in the middle of nowhere because apparently, people back then had cell phones, or actually the law showed up that quick it was near telepathic.so robbing trains was impractical even though it would have been profitable.
Compare a gun to an aircraft carrier and then you're closer to a proper comparison... of idiocy.
Yes, this game desperately needs mods - and I have modded it, basically found a mod that strips the retarded license fee down to something reasonable while raising the value, now its immersive. Do I make money in a kind of broken way? Yes, but either way its broken, and I'll go with the more immersive way with starships selling for more than my knife...
You CAN mine asteroids. Shoot 'em till the blow up, and you get some minor resources.
They can't really get into realistic resale prices into ships without also putting in realistic cost, material & time to repair them. Then the whole thing would be properly balanced, but probably less fun for many. Not me. I'd probably enjoy it.
A LOT of individual systems breaking each other in a viscous cycle of game-mechanic or immersion breaking, so to fix this, instead of figuring out how to balance it, they just nerfed or eliminated tons of offending little bits, what you get is a puzzle with a lot of pieces that had so many other pieces eliminated that they just float, disconnected from the rest of the picture.
It is the sloppiest poorest AAA design I've seen in years, and something I never thought I'd see from Bethesda.