Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Or to keep new players from quitting on first death we'll have starting funds or a grace period. Plenty of new players already die once and quit, or get raided once and quit.
We really need to wait and see, give it a solid field test. People always find a way round these things.
Everyone's going to want a cash reserve in case they die. Cue more trader camping.
And honestly, given the choice between being stuck on a prison island dying on repeat only to respawn over and over...and just not paying them? Ha! I'm out of here, suckers!
Having said that, it's just a tease and a lot of the details aren't there. What happens if you don't have any money? Purely random spawn with the delay that you get now without fame? Have to wait and see.
Will have to see the final implementation to better understand it. Maybe later there could be a trade network. Where traders roam the island and you can sell your farming products or hunting spoils to some trapper to fill your bank account or thou mission and tasks that please the audience which can also include things outside of outposts and selling loot. For example you could get a random task to hunt a certain animal and are rewarded with some money on the bank account.
Just so we can have more options how to play the game since the endless bunker runs get quiet boring.
This leaves very little for the solo or small squad, in my opinion, the traders ruined this game, before you would just take what you needed and leave the rest, now places are picked clean to make money, game is not what it once was :(
Regarding cash for respawn, it will need testing out ect, as current system of famepoints wont work in the long run of keeping char skills as its getting very difficult to gain any fame once you have most skills medium, advanced. Prices need more adjusting, especially sell prices, as some things are pretty common (2h axe and sledgehammers), NVG-s as they sell for fairly high amounts of cash.
But it still wont resolve the problem, of having cash to respawn okay, but what about lockpicking, that will still be connected to FP use, and once you clear of FP then what? Cant lockpick at all... in way will work against very good lockpickers but they will just reroll and have 500fp in a few hrs...
This big change is related to ATM too, so don't think it can be disabled. Wait for devs reply.
Reputation will kill alt abuse, it's one of the common mechanics and I personally love it.
You can't place an alts near outpost and buy stuff or do some basic mission, etc.
Prolly those players are not for SCUM. If we need to water down a beatiful game and make it so simple that reminds me a mobile game...well I'll quit SCUM for sure.
Yes for this reason I used that title, citing Money for Nothing....it seems the respawn will become free....more easy than now.
+1 yep
Started this topic cause I love to compare opinions from here and twitter. Sometimes there is a big gap btween them.
+1 10k are still easy to make....2 hours, not more
Yes many question, hope Tomislav will shed some light on it.
For sure 250/1000 are very cheap costs for respawning.
This will change with NPC to me, if they will be a challenge. If they are cleaver but easy to kill like puppets, game won't change that much. NPC and the rest of the PvE (diseases, chemistry, electricty) will impact more even than missions IMHO.
Yes for this reason I wrote here many times, traders are nice, actual economy is not.
When you can farm the junk of a town and get a AK47 or rare resources to craft times, etc. it will never be balanced.
Traders should become what the name says, traders. So trading one item for another, adding some cash to balance the trading. So you can't farm toolkits or backpacks and get weapons.
So no more selling basic stuff to traders, money should come only from risky tasks.
No town looting to get the same stuff you got from a bunker run or a killbox.
Yes actual economy needs to be changed. It water down any mechanics, from metabolism to raiding.
Btw this game is still above any other and devs are cleaver and very responsive to community feedbacks. So I'm confident they will make it balanced and clean at the end.
Yes, locks should go away. Traders should not sell high tier weapons too, granades, mines, or rare crafting items for making mines, etc.
The should not sell anything, they should trade! One weapon for another plus some cash.
I hope that most of these tradings will become missions to a specific place, so players are pushed to take some risk (pvp area, dangerous area, etc.) to get some rewards.
Yes that was the main reason as Tomislav said that on twitter.
Yes FP still be related to LP but cost for unsucceful attempt will change.
And FP gain/loss will change with 0.8.
There are still some things that are not leaked so wait till it's released for full info. :)
Or the leak to reveal that as well :D
Relieve yourself from this unburden, share it here now! :D
I shall never tell you that there will be more than cash here!