- Joined
- Sep 5, 2019
- Messages
- 762
- Thread Author
- #1
@Robert @Fruity
Since we have been getting a rather large amount of threads that specifically focus on issues with the economic balance. I've created this thread as a way to accumulate all current and future criticism regarding the balance of the server economy in a single location. You can mention the balance of crafting recipes, the price of the bartering items, the business system, workcycles, the rations system, or the exp gained by these recipes.
I would also like to note on this thread that the lack of Smuggling means that specific aspects of the economy are NOT final and are entirely SUBJECT TO CHANGE. So it may seem that some recipes are currently grind-focused or unfair, but that's because they are designed in that manner due to being far cheaper through the Smuggling system (which does not yet exist).
Anyway, I'll start off this thread by posting the previous economic related threads:
willard.network
willard.network
willard.network
willard.network
willard.network
Since we have been getting a rather large amount of threads that specifically focus on issues with the economic balance. I've created this thread as a way to accumulate all current and future criticism regarding the balance of the server economy in a single location. You can mention the balance of crafting recipes, the price of the bartering items, the business system, workcycles, the rations system, or the exp gained by these recipes.
I would also like to note on this thread that the lack of Smuggling means that specific aspects of the economy are NOT final and are entirely SUBJECT TO CHANGE. So it may seem that some recipes are currently grind-focused or unfair, but that's because they are designed in that manner due to being far cheaper through the Smuggling system (which does not yet exist).
Anyway, I'll start off this thread by posting the previous economic related threads:
Implemented - Let Crafting Be Less Overwhelming & Grindy
Problem Claim I've complained about this before, but it was only that - a complaint. When the test server went up, I noticed that a lot of skills had very steep material prices for different crafting, cooking, or medical recipes. I suggested lowering the prices of the items it was possible to...
Implemented - Spicy Glue
Make it slightly less difficult to make Strong adhesive crafting recipe: 2 cans of Breen water Easy enough to get from rations 2 pieces of useless plastic Go out to the beach, it'll be in the water. People toss this everywhere 4 bottles of adhesive Easy-ish to get, pretty cheap from vendors up...
Implemented - Lower the Ration Timer
Suggestion: Low the time it takes to get a ration. I understand that you aren't supposed to live off of rations, and the amount of tokens you get is fine, but the timer should be lowered from the current ~5 hours to 1-2 hours.
Implemented - Adhesive
Adhesive is nearly impossible to find or make in comparison to how much its used for. The rebel economy is literally built off of adhesive yet it's so hard to find Should be easier. My suggestion would be to remove it from some recipes where it's really not needed, or entirely alter the adhesive...
Implemented - Adjust Medicine xp
XP gained for crafting medicine items is considerably lower than basic crafting XP, despite often being significantly harder. Making mixtures which is a basic requirement on the road to making most medical items can't even be crafted without GM help as the alcohol item is not craftable, so GMs...
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