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setup a shop counter.
put in trade goods. weapons or Armour will not sell.
sit back and wait. you do not need to have someone running it.
And the Dev doesnt want the player to sell them. High grade weapons and Armour sell for a extreme amount. so would unbalance the economy and the ease of how players get Cats right now. which is already really easy.
and no one would have the money to buy player created high end weapons and Armour.
Right, so why the worry about the player getting rich from it? Its a single player game... cmon. Why not have NPCs loot our money then.
And thats how the dev wants it, so thats how it is.
As for looting money, thats been discussed before, this is because all monies are in a general fund. So you dont just steal from one, you take from the entire faction.
Now the Dev has plans for money as a whole. Its listed on the trello web page for things they working on. but i dont have a full idea what he has planed as its labeled Money inventory system, which doesnt describe what its intended to do.
Right now, money doesnt have much purpose in the imo. You need some to hire people with. You need some to buy books and a few resources to get a outpost started. Then maybe a few blueprints. After that, what do you need it for? Once your outpost is up and running you can produce everything you need yourself. Items dont decay so there isnt a market for needing new gear. Repairing something costs nothing but time. And if you do get rich, what are you going to buy? Shouldnt your squad members have daily wages apart from a joining fee? I know I wouldnt devote my entire life to a squad for 700c and thats it... I would expect to get regular pay. And raises as my skills went up.
they cost a lot to maintain.
http://steamcommunity.com/sharedfiles/filedetails/?id=484464833
Weapons and armor are not trade goods. Their prices don't fluctuate to a point that any traveling trade caravan would waste their time with them. Travelling traders universally (not just Kenshi) look at common goods only for trading due to this, because they can be sure that they can be sold for profit where they are travelling.
As for adventurers though, it would be interesting if adventurers would buy armor and weapons, provided they could stock enough money for them. Since they are rarer, and wouldn't be buying en masse, (only for upgrades to their own equipment), it could actually help liven the world up.
Traveling traders yes would only be interested in commodities. But there is also demand for weapons and armor in a world like kenshi. If there wasnt, the guards would all be naked. There are different degrees of rusted and worn weapons in the game, it stands to reason that there would be a decay of sorts for all such things, and a need to replace with newer stuff, or consume resources and money to rejuvinate items at an armorer or weaponsmith. And resources to repair gates etc. Otherwise we would just have ever increasing stockpiles of stuff we dont need.
I'll throw out a single idea, just for discussion:
In the current beta version, your player and his team are going to get their butts handed to them by every scripted enemy in the game world. Coming back into the settlements with half your team unconscious and being carried is pretty much normal (and also an incredibly refreshing dynamic). The costs of healing them are currently minimal. Just give everyone a good night's sleep and they're good to go.
What would you think of making it more expensive? Increase the bed rental? How about placing "doctors" in the settlements that charge a fee to heal the player and his squadmates quickly so they can get back in the fight right away? Make some injuries ONLY heal-able by NPC doctors. One idea would be that, once a body part's damage goes into negative numbers, beds *cannot* heal those injuries. An NPC doctor *will* be required.
Think of this beta portion of the game map as the "starter" area. As your skills increase, you will overpower the mobs easily and require less healing. Moving out into the broader world (once the full version is released) would present bigger challenges. Therefore, the need for NPC healing (and the money sink involved) will continue as gameplay progresses.
Sorry for the wall of text. Who knows, maybe it will spur some constructive discussion.
Having something like blacksmiths in the settlements might make sense, though. Going all the way back to your Outpost for repairs would be a pain during extended patrols.