I’m thinking 50 gold for 1 of the three resources. A little expensive early on but chump change for a seasoned pirate. You can always find them for free but just an option for those who can’t be bothered with scavenging. Maybe an option to sell resources but at the set price of 5 gold a piece. Next to nothing I know but it’s for rusty balls(cheapest in #3biome(rocky)), rotten fruit (cheapest in #1biome(sandy))and splintery wood(cheapest in #2biome(jungle)). I feel people would first abuse then get bored with selling. But if your 20 gold short and got some extra stuff. Just adds a little more to the game. And such
Buying Resources
What if -gasp- what if not nearly everything was in barrels? Why are there barrels everywhere? It is odd.
I'd much prefer to find the bananas in trees, find the materials to craft a cannonball, et cetera.
Rare would then hopefully have more of an economy in the game and you could have resources be bought at the outposts and depending on the outpost the prices for resources would fluctuate. Players could spend their time gathering resources/materials and crafting things to sell to NPCs and trade or sell with other players or keep for their own use. Selling to the NPCs would be one way the prices fluctuate. Would be nice to have more reason to sail to other parts of the world. Need something specific? Ohhh, there's more of it over there so let's go there.A pirate game without an economy and many things to steal... It is mystifying.
@perfect-code 3 biomes and 3 resources. Each biome has abundant resource thus it cheaper there. But no crafting.
@alexx500 Fundamentally that is how it works, yes. I was not sold on crafting but I think I'm for it. The world needs a lot more things and a lot more to do.
@perfect-code said in Buying Resources:
What if -gasp- what if not nearly everything was in barrels? Why are there barrels everywhere? It is odd.
I'd much prefer to find the bananas in trees, find the materials to craft a cannonball, et cetera.
Rare would then hopefully have more of an economy in the game and you could have resources be bought at the outposts and depending on the outpost the prices for resources would fluctuate. Players could spend their time gathering resources/materials and crafting things to sell to NPCs and trade or sell with other players or keep for their own use. Selling to the NPCs would be one way the prices fluctuate. Would be nice to have more reason to sail to other parts of the world. Need something specific? Ohhh, there's more of it over there so let's go there.A pirate game without an economy and many things to steal... It is mystifying.
problem with any sort of economy is that the servers are instanced... so you may have wildly fluctuation prices on things from server to server. I don't see that being a very intiutive system. I do like the idea of buying bulk resources (for an acceptably high convenience price point) maybe certain outposts have better prices on things, and remembering which ones are which will be crucial.
@cwarrick66 said in Buying Resources:
problem with any sort of economy is that the servers are instanced... so you may have wildly fluctuation prices on things from server to server.
Yeah, is tough to imagine with how small the server population is currently but would think it would be allowed to fluctuate to a limit.
@perfect-code said in Buying Resources:
@cwarrick66 said in Buying Resources:
problem with any sort of economy is that the servers are instanced... so you may have wildly fluctuation prices on things from server to server.
Yeah, is tough to imagine with how small the server population is currently but would think it would be allowed to fluctuate to a limit.
I could see them doing a sort of session based system maybe tied to the Merchant Alliance, if you've played Slime Rancher, take note of the Plort Market system. that's a single player game, but the prices of plorts change based on how many the player sells. they could maybe make the prices universal though. So if one week tons of players are buying wood planks, the demand gets higher across all servers, and the Merchant Alliance pays more for delivery.
@cwarrick66 said in Buying Resources:
@perfect-code said in Buying Resources:
@cwarrick66 said in Buying Resources:
problem with any sort of economy is that the servers are instanced... so you may have wildly fluctuation prices on things from server to server.
Yeah, is tough to imagine with how small the server population is currently but would think it would be allowed to fluctuate to a limit.
I could see them doing a sort of session based system maybe tied to the Merchant Alliance, if you've played Slime Rancher, take note of the Plort Market system. that's a single player game, but the prices of plorts change based on how many the player sells. they could maybe make the prices universal though. So if one week tons of players are buying wood planks, the demand gets higher across all servers, and the Merchant Alliance pays more for delivery.
going beyond that though, I don't think having a universal economic system should affect the physical amount of an item in the world. like if I sell 100x wood planks to a vendor, there isn't 100x more wood planks on the server to be bought. it only affects the prices somebody pays for the same item. that i believe would keep things balanced.
@cwarrick66 once you sell the item to the npc, that item disappears. Y’all are making it more complex than the original idea.
@alexx500 said in Buying Resources:
@cwarrick66 once you sell the item to the npc, that item disappears. Y’all are making it more complex than the original idea.
that's literally what I just said. lol
@alexx500 said in Buying Resources:
@cwarrick66 not exactly. Everything is set. Nothing changes or fluctuates.
eh, I think they could do better. but's i don't see any of this happening anyway.
