Author Topic: [ITEM] Armor / Weapon / Food / Drink Vendors do not have Caps  (Read 3676 times)

ChEeKi

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[ITEM] Armor / Weapon / Food / Drink Vendors do not have Caps
« on: February 18, 2014, 07:16:09 AM »

Although these vendors will purchase items above 65% durability, they do not have caps.

This is probably a main avenue of player revenue considering how difficult it is to make your money solely off junk trade ins. But i would be cautious as it is easily exploited if items are cheap or easy to sell.
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Shangalar

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Re: [ITEM] Armor / Weapon / Food / Drink Vendors do not have Caps
« Reply #1 on: February 18, 2014, 08:52:36 AM »

I moved this to suggestions, since those merchants not having caps is intended. We want caps to be and remain a luxury. It is not supposed to be a 'classical' money that you need to buy everything. Technically, you don't need a lot of caps to play. The only drain really is ammo, the rest is optional. Investing caps must be a choice that is carefully thought.

Maybe we'll eventually add caps to those merchants, but for now there wasn't enough testing for that. The overall balance of caps gains also needs some more tweaking. With more players online, you'll both have people providing caps to those merchants, and people to trade anything with. That's also why we didn't add any auction house system. Proximity and security of the HQ are there to stimulate players interactions, which in our opinion is really important. We don't want everyone to play next to each other, we want them to play together.
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Lidae

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Re: [ITEM] Armor / Weapon / Food / Drink Vendors do not have Caps
« Reply #2 on: February 18, 2014, 04:14:18 PM »

A very simple and quick thing to add in could be to have some merchants spawn money bags only when certain zones are held. This would add incentive to keep zones, as it then gets easier to get caps. Since the functionality is there, this could literally be added in just a few minutes. What do you think? Perhaps something to consider, at least temporarily?
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Smalltime

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Re: [ITEM] Armor / Weapon / Food / Drink Vendors do not have Caps
« Reply #3 on: February 18, 2014, 06:35:31 PM »

That sounds cool. The only vendors that accept high quality guns/armor don't have caps, which is a little annoying.
It takes 8 100% m14s to buy a single S&W Revolver.

I'd rather just take the 50 caps.
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Shangalar

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Re: [ITEM] Armor / Weapon / Food / Drink Vendors do not have Caps
« Reply #4 on: February 20, 2014, 06:26:27 AM »

We'll certainly improve the minimum det at which you can sell items. You'll sell them for a better value than now, with persuasion still improving that amount. And yeah, certainly we'll have to add caps to merchants somehow depending on controlled zones.

Note that random assignment quests and ZC will have their rewards scaled better, which means more caps and more rep.
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ChEeKi

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Re: [ITEM] Armor / Weapon / Food / Drink Vendors do not have Caps
« Reply #5 on: February 20, 2014, 12:57:19 PM »

We'll certainly improve the minimum det at which you can sell items. You'll sell them for a better value than now, with persuasion still improving that amount. And yeah, certainly we'll have to add caps to merchants somehow depending on controlled zones.

Note that random assignment quests and ZC will have their rewards scaled better, which means more caps and more rep.
Persuasion could use a bit of tweaking, i've gained one single point of persuasion in gaining over 7k caps which is no small feat considering the way the game is now.
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Shangalar

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Re: [ITEM] Armor / Weapon / Food / Drink Vendors do not have Caps
« Reply #6 on: February 20, 2014, 01:00:19 PM »

Afaik, Persuasion is currently raised with barter operations. Later, it will also probably be raised through some dialogues across HQ's.
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Lidae

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Re: [ITEM] Armor / Weapon / Food / Drink Vendors do not have Caps
« Reply #7 on: February 20, 2014, 02:36:29 PM »

Like I said on IRC, the persuasion, science and engineering skill increments will be tweaked soon (tm). You will still improve them by using them (so bartering, sciencing, crafting), but the actual formula and probability to get better will be reworked. In general, the lower your skill, the faster you increase it. The higher it gets, the harder it will be to get the next skill point. Quick to learn, hard to master.
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