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Also i think the game is getting harder for solo or smal squads
I legit prefer the game back in 2020-2021
+1 it's 2 year that I'm saying the same thing, traders are just sellers.
We need a mechanic to exchange items not just buying them for cash.
Mission could change this.
ie : "Bring me 5 of this item and I'll let you buy a rusty AK for 5k."
Traders for private servers that love botshop are fine, but please change them for the official standard version.
Please.
I made a post about the idea of "Struggling" that crash with the actual implementation of the economy, same as the OP said.
This is one of the oldest discussion. Respawn.
I think that a respawn point (bed) should have a cooldown after you use it.
And I think that grid respawn should cost gold too. Maybe we could have 10 for free when starting the game to help new players.
I love the idea from another games where the basic element to craft a respawn point can only be dropped from a dangerous mission (somehow we craft C4 in SCUM).
On point, bravo!!!
Alt accounts sitting in trader area to buy infinite bullets and never have risk to loose famepoints. Also traders are used to be camped, any time i drive in trader, i have like 3-5 blocking all doors. This ruins gameplay, try to camp car. THIS MUST BE REDESIGN
Why?
I kinda understand your point but the comparison is bad, find another one.
Please play enough games before commenting, there is no rust that sells you ak and sniper, it's players who sell it to each other, the game doesn't sell at all, and they usually trade sufur, not that ♥♥♥♥♥♥♥♥ iron you say, and by the time you can buy ak with suful, everyone else has hundreds to shot
Would be also nice to have some sort of default survival PVE settings for rental servers where prices are adjusted so you need to spend more effort surviving and finding the items.
Another thing is to bring the ability for admins to build community trades that will not degrade and place a NPC trader with some special items to sell/buy.
p.s.: I don't own my own server and not sure what's available now.
it's good to have the option...but i copletely agree....they have no place in a survival game...
it's almost pure pvp feature...which is not the main idea of this game if i'm not mistaken...
What is the setting of SCUM? A reality show where convicts are dropped in a vast prison, for the amusement of TV audiences. Ok... let's go with that, as implausible as it seems. Now, if you accept this premise, it means that the entire environment is controlled, and artificially maintained so that it serves the purpose of the show - and thus, the outposts themselves can only be either : a) run by TEC01 (meaning designed, supplied, staffed, provisioned, monitored, protected and managed) by The Corporation, or b) run by gangs of the convict population itself (more likely, considering the vendors appearance, demeanor, etc).
So, if the outposts (and the vendors therein) are basically convict rings who claimed the turf and are permitted by TEC01 to stay in business because it increases viewership rates, then consider:
1) the economy itself is implausible, considering that it runs on actual physical currency (plus the virtualization inherent in bank accounts, ATMs throughout the world, gas stations, etc). If a bank is permitted in a prison, and physical paper money too (as in, money which is still accepted as legal tender outside the prison world, presumably backed by the Central Bank of Croatia, haha), then that economy is inherently governed by all the normal laws of supply, demand, fiscal and monetary policies of a modern nation state, etc. etc. Which, to cut a long story short, means that you need an accurate re-creation of the underlying principles of producing and circulating goods and services, for that economy to sustain itself. Right now, that is entirely absent and impossible.
In short: if i go to a trader (who is a convict, just like me) to buy and AK-47 or to sell a useful item, like a chainsaw, (but note this also seems to apply to dildos and pink ghillie suits, willy warmers and Halloween masks) the exchange should be anchored in inherent usefulness. What is plausible in the idea that I buy/sell stuff for money?!?! how could i ever accept the proposition that money serves me on the island? what gives money value, in our prison, is the ultimate question... and of course, the answer is, "nothing".
2) the choice of fiat currency, instead of a plausible barter system (e.g., "I give you 2 magazines for an AK, plus a nice haunch of meat from the boar I hunted, in exchange for that chainsaw") ---> this choice was probably motivated a lot by the need to control the availability of gas, and to manage respawn frequency by making it a commodity which "costs" you some resource. Now, if you acknowledge that, then you really cant engage in any discussion whatosever about realism.
Indeed, it has disrupted the game! However, it's not because of the trading zone itself but rather a matter of its positioning. Having a trading zone is a good thing. The problem lies in the fact that money is either useless or too powerful.
When the trading zone allows the buying and selling of all items and when there is "infinite money," it becomes just an armory for PVP or the "ultimate destination" for PVE players.
But when the trading zone offers no items for sale, money and gold bars have no purpose in the game. If we were to remove money and gold bars, it would feel like something is missing. Of course, the airdrop robots are still around, right? I now suspect that the development team has accepted the idea of "airdrop robots," and then... you know.
So, it's not the fault of money or the trading zone; it's a matter of positioning.
For example: I have a car, and car engine repairs must be done in the trading zone. Then, it could be defined as an auto repair shop.
If my gun has run out of durability, and I need to go to the trading zone to repair it!
If the character's "clone attributes" need to be stored with a doctor and you need a special chip to "perfectly resurrect" yourself, or else you'll experience "initiated resurrection" until you use the chip to be re-cloned at the doctor's office.
If I have a lot of meat that will spoil quickly, I should go to the trading zone to "process it into canned goods."
The trading zone should be a service area rather than an area that offers an "infinite supply of goods." The purpose of money should be to simplify the conversion of product levels, for example, processing meat into canned goods or repairing weapons' durability and upgrading vehicle armor.
Service areas should not provide any "finished products"; they should only offer "services" to players. Then, they would make sense, wouldn't they?
1) Traders. They give you money and they take it back. That what gives money a value.
2) Realism should not break fun.
I think this game have no goal or purpose where to aim and everyone decides for himself how to have fun here. One can enjoy PVP and fast kill/die games, the others enjoy PVE and like looting, gathering, building large bases. Someone just like to loot and convert money into Gold.
For example I enjoy building a large base and getting more gold. Also, I have the most of guns available in inventory which really serve no purpose atm, especially with the new spawning system, since I play PVE. I don't know for how long I'll have fun doing that but it's OK for now. Also, I use airplane and car a lot and explore the island. There are a lot of cool objects and places designed worth looking at. Not necessarily for looting, but just for a view.