Login to post. Membership required.
Fengshui says loudly, "Personally, I think gear costs too much. I'd slash the prices in half right now if I could get buy in on it."
Continuing this from the Town Hall, I want to call out how much I agree with this sentiment and support it and want to create more grassroots support for changing it. The main part of that discussion was on weapons being rebalanced around tiers and damage, but this extraordinary pricing model has crept into many other areas of the game too where notionally simple devices like syringes might cost seven weeks of automated income (like seriously what is up with medical equipment pricing?!).
I understand the prices went up first and then the income went up to compensate, and it's tricky to reduce prices and income without giving players with large savings a generational wealth advantage but I really feel like this is a bandage best ripped off at some point because you can't really increase incomes too much to offset gear costs before other parts of the game get weird.
I cannot overstate how much I think the most expensive weapons in the game should be 15k-20k at most, any weapon costing 100k+ just has huge carry-on implications for stratifying player power and skewing losses towards the catastrophic. It's probably ideal to be able to run someone completely out of resources in total warfare but I am sure there is a better way than a single death being the difference between untouchable success and complete failure.
By 0x1mm at Feb 22, 2025, 6:11 PM
|
0
LEGEND
2,859 posts
I wanna be clear that I don't think the highest end items should be all that much cheaper than they are. There needs to be something to reach for. But in my opinion a suit of Xo3 should cost 50-75k, a good gun should be 20-25k, a mid sword should be in the same range.
Ideally it would look like this in my back of the napkin math on weapons:
Very Low: 500-3500
Low: 3500-6k
Mid: 6k-15k
Good: 15-30k
High: 30-60k
Super Good Plot Tier Stuff: 80-125k
By Slither at Feb 22, 2025, 6:14 PM
|
0
JUSTICE
5,159 posts
Super Good Plot Tier Stuff: 80-125k The trouble is, if there is an extraordinary pinnacle that produces better outcomes, it creates a lot of pressure to occupy that pinnacle and you're back to players risking 500,000c fittings. I'm not exactly the most experienced gamer, to put it mildly, but my impression has been that pretty much any PvP game with power stratification, whatever the most powerful items are will become the baseline competitive standard.
In a winner-takes-all (literally) game, there is really an arms race for having absolutely every edge possible in risky engagements. If there really had to be ~120k weapons I feel it would be much better to follow the EVE Online style approach of having the mainstream option be 90% as good for 10% of the price.
By 0x1mm at Feb 22, 2025, 6:23 PM
|
0
LEGEND
2,859 posts
I saw that brass knuckles went from 300c to 30,000c in value, and I assume this is the reason that other things are so costly. Would lowering the cost of things like armor and weapons also see an increase in the use of other objects such as drugs? Could we also see a price slash across the board to include vehicles or AV's?
By Mindhunter at Feb 22, 2025, 6:33 PM
|
0
CHUMMER
171 posts
I think that the meta of needing to have the latest armor would be solved by having the armor have some "weak point". So there's no really single solid all-rounder, but you need to pick a trade off. I do agree everything could be way cheaper and the rarity could be adjusted.
By villa at Feb 22, 2025, 7:13 PM
|
0
GATO
595 posts
I wholeheartedly agree with price slashing on just about everything. Top of the line plot-only weaponry can obviously still be expensive, but I think it is important to make equipment cheap enough that people are cool with losing it more often, to succinctly put it. My extended thoughts on the subject should be available whenever a Town Hall log is posted.
By batko at Feb 23, 2025, 12:28 AM
|
0
LEGEND
796 posts
I do think that price cutting can help some. But as long as there are a few select bits of gear everyone loves best and a limited quantity of that gear, I am not sure if a lot will change. This is why I am more a fan of a paper-rock-scissor gear situation than a tiered power level system.
I think the PR-? armors were a fun start here but the fact that the higher end armors (some not even much more expensive) are better overall makes them fallback items at best.
I think armor should either be well rounded but not great or great at specific things. Same with weapons. I think we have a lot of the tools already in place. Damage types. Cost. Other features like being air tight or compatible with other gear. Using these things one could balance armor so there aren't just a couple armors or weapons that everyone insists on using.
As long as you have tiered gear with the performance of high end gear being much greater than low end gear, you will continue to have a few items being used to the exclusion of all else. Mostly. In my opinion.
By Grey0 at Feb 23, 2025, 8:48 AM
|
0
LEGEND
1,044 posts
People are saying that risk aversion is happening because gear is too expensive and losing it is difficult to recover from. We didn't used to have this problem when things were cheaper.
I'm not advocating for changing everything about how gear works. Don't got time for that. But reducing prices, if that is the root cause, is fairly straightforward and doesn't require a bunch of development work.
I haven't heard any arguments to convince me this isn't a good idea, but it's not my decision alone.
What other reasons are there?
By Slither at Feb 23, 2025, 12:13 PM
|
0
JUSTICE
5,159 posts
My maybe narrow-viewed issues with discounts on weapons and armors: it can make guns even less popular.
If armor is cheaper, it will devalue small calibre weapons even more, and while lower prices will make getting higher end melee weapons much more popular, guns have other constraints that are more prohibitive than the price, and reduction in it won't really resolve it without some IC changes.
By Aida at Feb 23, 2025, 12:30 PM
|
0
STREET SAM
406 posts
"…and while lower prices will make getting higher end melee weapons much more popular, guns have other constraints that are more prohibitive than the price, and reduction in it won't really resolve it without some IC changes."What is your rationale here? I don't follow it. Having actually bought and fired Mk23-S' in anger, at no point was I ever thinking the purchase or replacement cost wasn't relevant.
By 0x1mm at Feb 23, 2025, 12:59 PM
|
0
LEGEND
2,859 posts
They are not as readily available for majority of population as buying a pickaxe of a store shelf, especially on the higher end. Without getting too ICly about it.
By Aida at Feb 23, 2025, 1:01 PM
|
0
STREET SAM
406 posts
Cheaper, and less arbitrarily rare (looking at you, protek gloves) gear, weapons, accessories, etc, means people can spend more money on plots or non gear-based character advancement and paying others for dirty work without feeling the need to save up a massive nest egg in case they die and the people who killed them don't sell the stuff back, which they are under no obligation to do.
Seems like a no brainer in terms of actually getting people to do things and not have late-game Tarkov levels of gear fear.
I think nanogenics could also be looked at. With either cheaper gutter versions or more places to get them that might not be totally legal, if not just made cheaper all together.
Most tech is niche and not that expensive in the grand scheme of things, so that's probably fine as-is imo.
Car and AV parts have refurbishment for those who won't want to buy new, but I don't have much insight into the mechanics game.
I would advise against further nerfing the (perceived) price of ammo, the price of non nano chrome, and the prices of drugs, though, as munitions is already a skill on suicide watch, and chrome has a very slim resale margin for doctors to actually profit off of, after the first price cut my doctor made a profit of like 300c off installing a skillsoft in me, for example, and chem prices should be dictated by the chemists making them and their cartels.
Otherwise, though? Shit is way too expensive, jobs don't pay enough for the market, and gaming automated income is lame but borderline required in the current climate because things do be expensive.
Does that mean everyone should walk around in xo3 and protek? No. Will that happen if it was cheaper? Maybe. But if people are losing it as quickly as they're getting it, is that a huge problem?
I don't know….
By Kalii at Feb 23, 2025, 1:15 PM
|
0
BAKALAKA
131 posts
Kalii, you hit the nail on the head on many things, I really would like weaker, diluted nanos. Like defective batches that VS sells off a backdoor, etc that is way cheaper than regular nanos but also half as effective. It's probably not very hard to implement either and would help with the low level solos so they aren't in this awkward "all or nothing" stage when it comes to nanos.
By villa at Feb 23, 2025, 1:21 PM
|
0
GATO
595 posts
"They are not as readily available for majority of population as buying a pickaxe of a store shelf…"Well, yes, but no weapon types are readily available as pickaxes by design. That is basically the raison d'être of melee weapons. Any max tier weapon is going to have similar purchasing hoops for characters to jump through.
"Most tech is ... not that expensive in the grand scheme of things, so that's probably fine as-is imo."
I don't want to detour too much away from armour and weapons which are the big conflict drivers, but I really have to disagree here. Having spent something like 10 million chyen on tech tools in the last few years, a lot of it is horrifically expensive for what it does. There is a large variety of tools and tech that the majority of players likely don't even know exist because of how staggeringly expensive they are, and more still that have bugs or unfinished features that will never get play tested and made usable because few players will have the resources to.
By 0x1mm at Feb 23, 2025, 1:33 PM
|
0
LEGEND
2,859 posts
You are correct 0x1mm, it's not *cheap*, but I was moreso speaking of how, in most cases, all that tech is just a one time purchase where the average active solo may be losing sets of protek and katanas weekly in a particularly violent month or something.
By Kalii at Feb 23, 2025, 1:43 PM
|
0
BAKALAKA
131 posts
Again I have to disagree, there is a huge amount of tooling and gear that would be just as relevant for characters to carry as solos might armour and weapons, they just never do because they can't afford to buy it and the only ones who do have to covet it away in pads never to take it outside because its loss would be catastrophic to their archetype.
That no one ever died with occipital foreceps or a Locust hotwiring kit on them doesn't mean there was never any reason for them to take those things out into the world, it just means if someone had they might just as well roll off the skywalk afterwards.
There are so many plots that just will never happen because random odds and ends cost tens of thousands or hundreds of thousands for no real gameplay reason. Sindome is so weird how strongly it discourages engaging with it's deeper tool mechanics and leaves most players the impression that its technical gameplay is extremely shallow.
By 0x1mm at Feb 23, 2025, 2:05 PM
|
0
LEGEND
2,859 posts
When you lay it out like that you have a point, most of the cool tech does get squirreled away, at least in my experience, because it's annoying and expensive to replace despite not actually doing anything too insane, which is why I considered them one time purchases. Heh.
By Kalii at Feb 23, 2025, 2:23 PM
|
0
BAKALAKA
131 posts
I'm with ya on cool stuff coders and builders spend lots of time on being difficult to acquire. What's the point of spending all that time making the stuff?
In terms of guns some how being less used if the price was dropped, I don't follow the logic.
I've not proposed changing the rarity of items, nor would I change anything with rarity at the same time as changing the prices on anything.
I think having some items, even somewhat common items, be difficult to get at times is fair game. That's how the real world works. You want a PS5 with a disc drive? Or a disc drive addition for your PS5 that doesn't have one? Seems perfectly reasonable, but go out and try to actually find one a few months ago and you might be shit out of luck.
Sometimes there are just not going to be all the things you want, available, all the time. I've committed to resolving some of the sillier things that people find hard to find in the thread I created about it – but this topic is about if things are too expensive and what the downsides and upsides of changing that would be. I recognize rarity might come into play, and even if we lower the price of a gun everyone wants to 25k, the fact that there is only one available might lead to a bidding war, but that's fine in my opinion.
Also, people should consider that the highest damage gun is not always required for an archetype of job (this goes for all kinda of weapons and armor as well).
Some players might feel fine running around in their Xo5 all the time, some might prefer something less expensive (even if prices were lower). Different kits for different situations is a valid choice.
Not everyone can have the best gear, even if everyone can afford it (and not everyone should be able to afford it). Sometimes you're going to lose and have to regear with less costly gear. The reason I'm saying we lower the prices is so that even if you lose the best gear, you can still regear with reasonable shit, even if you have to wait, save, or scheme to get back to having the bestest of the best gear.
By Slither at Feb 23, 2025, 6:30 PM
|
0
JUSTICE
5,159 posts
Given that the price of brass knuckles was an increase of 100x, apparently, I wonder if a reduction to 1/3 of current price across the board would affect things?
Maybe a drop in passive incomes of 10 - 20% as well, depending on how they've adjusted.
IC reasoning could be the chyen becoming stronger as Withmore's GDP improves, other countries' GDP plummeting from plague, war, or economic maneuvering, and the powers that be adjusting in response.
By BubbleKangaroo at Feb 24, 2025, 11:39 AM
|
0
BAKALAKA
123 posts
I would be wary of changing too many things at once. If you drop price and earnings both you might end up with the same situation, just smaller numbers. I'd prefer to see one change then some time taken to see how it impacts things.Then make further adjustments.
Another point might be that increasing earnings across the board could have the same impact as decreasing prices across the board. I only mention this in case one is easier than the other. Though I suspect decreasing prices universally would be far easier.
I just wouldn't want to see too many factors changed at the same time.
By Grey0 at Feb 25, 2025, 5:57 AM
|
0
LEGEND
1,044 posts
We've increased earnings across the board probably 10x over the past 10 years at least. There used to be 3 ways to make automated income: Crates, SHI, and two NPCs which looked for random gear that might or might not be profitable. Now, there are several other ways to make ambient income, and the payouts on the existing ways were increased.
I don't plan on increasing payouts. I don't plan on making too many changes at once. I am not sure we will even do this. It's just my opinion that lowering prices across the board would be a simple way to reduce some of the problems people complain about with regearing and risk taking.
Personally, I think some benefit will be shown, but other, perhaps actual root cause issues will become more apparent as a result, which will be a benefit either way.
By Slither at Feb 25, 2025, 9:54 AM
|
0
JUSTICE
5,159 posts
The simple calculus is that what a very advanced character might lose in a single death could represent months or even
years of work lost in the most catastrophic cases, a time investment not even the most egregiously demanding gacha and loot box mobile games would expect.
There is a correlation between who are the most expensively equipped characters and who we expect to see driving conflict, and while I try to encourage players with less or nothing to lose to get into the deep end, it would be ignoring the cost the most invested players are being asked to pay. It's the top end of the game that is most direly in need of relief, these aren't things to strive for, they're very expensive prisons of cost that lock characters down and away from what they might do because of the pressures to remain competitive and performant.
The value and power creep has become too great over time, characters with 300K, 500K, or 700+K of investment to compete at the high end of gameplay is too exorbitant to ever be dynamic and active. The amount of players who would be willing to spend months generating mundane income to take great risks of total losses is just too small to rely on. I'd say it was better to just eliminate the top end weapons and armour completely than have them remain as they are, but cutting all prices in half seems a lot simpler.
By 0x1mm at Mar 6, 2025, 1:02 AM
|
0
LEGEND
2,859 posts
I agree with most people here, the income has increased but the weekly cap has stayed the same, require you to math constantly in order to 'game' it. In order to just be able to hire runners/tailors/people and having a larger income.
I would say, and this is my opinion of course. Raise the weekly cap or lower prices.
By Ociex at Mar 6, 2025, 9:19 AM
|
0
CHUMMER
151 posts
By 0x1mm at Mar 6, 2025 1:02 AM
The value and power creep has become too great over time, characters with 300K, 500K, or 700+K of investment to compete at the high end of gameplay is too exorbitant to ever be dynamic and active.
To be fair, you don't have to make these investments, usually (and I think there is some expectation that if you aren't on the higher end of the payscale, that you do not). But yes, I think people underestimate not only the initial cost of the armor, weapons, and cybernetics, but also the upkeep costs, the cost of one-time consumables used in engagements. Medical? Patches? Let's not forget how valuable vehicles are in these conflicts either.
There is also an expectation that you engage with other players, and to some extent, act as a source of income for them. If you do not pay well, or at all, you may very well burn that contact.
The cost of direct conflict in general probably exceeds anyone's income or budget, and there is only so much chyen you're going to draw from the player economy as well.
I can anticipate reduced costs creating a lower barrier to entry. That lower barrier to entry means newer characters will likely acquire those things early on. If they do not squirrel it away, it will be taken from them by more established characters. Leading to… you guessed it... squirreling away. I don't think reducing costs alone solves the dilemma; I think you would have to destroy the value of these things.
Ganger weapons and gear change hands so often those things have almost no value anymore. I know this is going to put a bad taste in everyone's mouth, but maybe the solution is to introduce a greater avenue for obtaining high end equipment from NPCs.
I'm going to start an idea thread to discuss what's floating around in my brain, since, in the course of writing it, it started to feel more and more off topic.
By Quotient at Mar 6, 2025, 10:39 AM
|
0
STREET SAM
454 posts
While discussing pay may be getting off topic, I have to mention how insanely dedicated the game is to feeding combat and conflict characters peanuts while offering various jobs that pay vastly more than even 'player GM' positions to characters who have no intention of engaging with or pursuing conflict.
That's not an attack on anyone, but rather an observation that terminal paychecks have inflated over time with new positions often paying significantly more with older positions never being brought up to speed, which is often compounded by the fact that 'player GM' roles are also expected to not interact with automated income at all.
By batko at Mar 6, 2025, 1:01 PM
|
0
LEGEND
796 posts
Maybe the sudden influx of a funny war in-game can suddenly plummet the cost of weapons, armor, and chrome due to massive sums of it being poured into the markets by the tens of thousands. Like when the Soviet Union dissolved, there was such an astronomical amount of weapons being sold off that it made the AK-47 a house-hold name and a world-wide weapon still being used in backwaters around the world to this day. It makes sense from a world perspective, and from the game perspective the only people this would hurt are fixers who are currently sitting on stockpiles of weapons who have spent a shitload of money on stuff that could potentially drop in price.
If I were to do it, I would have staff contact some PC fixers of basically any and all levels, or people who are just 'connected' and offer them some crazy cheap bulk deals and then let them distribute them to the playerbase. Holding onto them too long might trigger a WJF raid so sell sell sell!
By AdamBlue9000 at Mar 6, 2025, 1:23 PM
|
0
BAKALAKA
95 posts
I'll post this here rather than in
Senior CorpSec NPCs even though it's a response to that thread in particular, since the argument is more relevant to this broader topic:
I know I have resting angry voice and can be sharp to players about their reservations about changing things or whether the changes are the right changes, and so on, but I admire and support the players driving conflicts and want to see them not be hollowed out by the demands that the experience can burden them with at the highest levels. I've never occupied the pinnacle roles of the game in any official way but I've spent almost my whole playing career standing beside or quietly behind the players who were, and even the best and most game of them struggled a lot with the demands, I felt.
I want conflicts to be exciting and infuriating and nail-biting and heart-pounding for everyone, but I don't want anyone to be dealt these brutal losses that take enormous time and emotional resiliency to come back from.
By 0x1mm at Mar 6, 2025, 2:19 PM
|
0
LEGEND
2,859 posts
There is also an expectation that you engage with other players, and to some extent, act as a source of income for them. If you do not pay well, or at all, you may very well burn that contact.This is an interesting point that I wanted to quote because it's one that's become applicable in my case that I've been stewing on for a while. Once you reach a certain threshold or become max UE outright, and I could be wrong here, it feels like you then should spend a bit more effort trickling chyen down and giving up and comers work. Even if not an obligation, it's fun and I want to keep doing it! Maybe even invest in their larger goals. That becomes difficult, however, if you know one death can set you back literal months, particularly for PCs not benefiting from automated income.
By Nymphali at Mar 6, 2025, 3:20 PM
|
0
BATA
274 posts
Sindome borrows some cues from
EVE Online, but one of the hallmarks of EVE is you never fly what you can't afford to lose (meanwhile me with my
one 6B Gila lmao) and that ships are ammo in PvP, ie. disposable. The trick though with EVE is that you can leave your most spendy fits in station and even swap clones so you're not risking your high-grade nirvanas slowboating to the gate in Uedama.
Sindome meanwhile locks your nanos into your clone permanently, most cyberware goes in and stays in, and the longer someone is alive the more it tends to accumulate even if a player is trying their best to stay lean. Pretty soon going out in depot rags still means put 200,000c+ on the line. Players don't have to do this, true, but it's a pretty consistent pressure on players to keep up with the Joneses.
Chrome and nanos that are just flat stat boots strike me as things which just inflate the cost of high-end conflict without really changing the gameplay or doing much of interest.
By 0x1mm at Mar 6, 2025, 11:02 PM
|
0
LEGEND
2,859 posts
I didn't mean to ramble throughout the morning hours, I swear. TLDR: Prices don't need to be slashed, and automated income doesn't need to be raised. But fixers just need more money to fix people's gear loss. Idea to get people out of their cubes included.
-
So personally, I do not think that things are too expensive in general, but being a non-combatant I don't really have a pony in the race of how much weapons/armor should and should not cost.
I feel that in general the pricing of things is good enough to keep people lean and hungry across the board, and even a little jealous of those who they perceive to be the "haves" to their "have nots". Ganger on the street has to get by with just a baseball bat and Du-Wear while the solo is wearing full Xo5, fully kitted combat chrome, and dual wielding ceramic katanas is too cowardly to go anywhere without a shroud.
But I'm going to also point out that the role of the fixer as a "biz" class hasn't really been brought up in conversation, and what they do for the economy of the game. A good fixer should be able to get you a decent price on items, if not fairly cheap. The problem comes with item rarity, value, and how willing some people are to have items pried away from them.
That being said, I'm fairly certain I've only seen maybe 30% of the weapons out there, since until recently I never knew that metallic war fans were actual weapons that could be wielded by martial artists. So the sheer rarity of some of these pinnacle weapons might as well be if you want one, kill one that has one. That's how they'll be pried away.
But on the topic of income, I will point to one of the other threads where it was talked about how the mix was more alive when there was that bug that had the candy flipping faucets on too often which allowed for more interactions because it required candy, candy which was inevitably fulfilled by, you guessed it… the fixer business class.
But now that the faucets have been fixed, everything is dried up. So that means that there probably isn't enough chyen actually floating around in the game's economy and more needs to be introduced somehow. But in a fashion that would benefit the game without making things too easy.
So here's an idea. Give fixer's more money. But actually make them earn it by doing fixing stuff. Implement this with being able to flip random items to NPC's for big payouts, but these flips don't care what your cap is or if you're over it. Bring them the item, you get chyen in hand. However not everyone would be able to access these flips, only essentially fixers would be able to. This would allow fixers a little more leverage to "fix" people's gear problems.
My idea is a little interesting. Essentially, turn the random flip NPC's into keys to greater markets. When someone hands something over to someone like Mr. D, they'll payout, then make a quiet Trading check. When your non-skillsoft Trading skill is starting to get into the area of you're probably becoming a fixer (maybe like J?) then you show some potential and they'll mention a phrase or a keyword to let people know you're associated with them in some capacity. Now when you mention the password that will turn SOME of the usual flip targets into their own random item flipper, but they don't care how much you've earned in a week. Something like "Oh, he sent you? Alright, get me... " and now you've got a random item for a fixer to run around trying to find. Maybe harder to get items, but the pay is really good. Maybe have the password change approximately as often as Corp keys, so fixers still have to check in with their boss on the regular doing his shit work finding his stuff. Gotta keep him happy or else it's back to running mRc for lev fare.
I'm going to point out one of the things I mentioned is that a reason people aren't out on the streets is that once an immie knows who wants what candy, they just mainline their regulars. Now the fixer would be expected to interact with the entire memento community again, checking in with people to find out what they're wanting this week. Maybe instead of purely random items each one has a certain class of item (market stall designation) that they prefer. This might help foster a quasi-RP sense of knowledge of what groups are like. Sure the Corps at X place sure do love their candy, but once they trust you, they let you know that they're all a bunch of gearheads who want shit associated with cars.
So this'll drive fixers out of their cubes waiting for biz to show up and get them into the streets, trying to chat everyone up and find their weird random shit. It'll foster RP as the fixers try to track down and buy and haggle shit from people to try to turn more of a profit. And more importantly, it'll give an injection of flash into the economy directly to the people dedicated to "fixing" people's problem with losing gear. True, some items can only be obtained from someone's cold dead fingers, but you'd be amazed what can be obtained with cold hard cash in someone's warm alive hand.
Just some sleep-deprived thoughts.
By Risikio at Mar 16, 2025, 3:47 AM
|
0
BATA
259 posts
I really dislike this idea, and really should be in the ideas section, as this means some people get virtually unlimited automated income. That will just not end well.
If fixers need flash for liquidity - this is very solvable icly, we have a lot of PCs who very openly open loans, and many more who do so without advertising so loudly.
By Aida at Mar 16, 2025, 4:33 AM
|
0
STREET SAM
406 posts
I mean, the same could be said for being a leaseholder, getting virtually unlimited automated income for doing absolutely nothing outside of annoying everyone to come use your money making machine.
And when the problem is that there isn't enough money in the active player economy, the answer isn't loans, of any kind. At that point you're just robbing Peter to pay Paul but worse because without the active faucets, the money to repay can't actually be created.
10% of the amount of the loan is immediately deleted from the economy, plus whatever the loan giver wants in profit. So with a 100K loan at 20%, instantly 10K is just vaporized from the entire game's economy wholesale. And at the end of the loan, that 100K has returned back to the loaner, plus interest. So that great idea of injecting 100K into the Mix just cost the Mix an additional 30K (10K deposit + 20K interest) that they can never use to buy their things. So now there's even less money in the Mix and more money Topside. That doesn't work.
By Risikio at Mar 16, 2025, 10:01 AM
|
0
BATA
259 posts
You've lost me.
Leases are effectively reverse loans, usually also filling in IC niches, and are ran entirely by mixers, and the "interest" comes from nowhere.
If the loan fee is 10%, then that's all, at most, that gets removed from the economy as a loan, not 20%, and assumption that they are somehow uniquely originating from topside is not correct.
I also do not think there is shortage of actual chy in the economy based on some of the bank account sizes, and loans floating around I witnessed icly myself. If all a great fixer is lacking is capital to fix, that's solvable with some IC maneuvering.
I do not think that is solution to the problem either, having too much money floating in the economy is also a problem in itself, more so if it's not distributed equally, it easily can lead to insane price inflation that only people taking advantage of "printing flash way X" end up being able to keep up with. And also leads to subpar items failing out of use, as we kinda already see with some lesser weapon and armor options, due to how little more it costs to go tier or two up.
By Aida at Mar 16, 2025, 11:03 AM
|
0
STREET SAM
406 posts
Put it this way: I spent something like 30,000,000c over the lifetime of one character and I think everything is too expensive. 95% of that went back to NPCs just to engage with mechanics and do plots that had players getting like 1% of it. The majority of players have no idea what's in Sindome, they will see a sliver of the game's potential mechanical depth looking at the cave wall and assume they know all about it: Sindome's depth is to them cotton fabric, bolo machetes, protek, and makeup.
Most players will never realize that a large amount of their aspirant goals are impossible because they have no concept of spending a million chyen to build a new business, they will have no idea that a huge amount of the new vehicle systems are broken or mispriced or are just many duplicated items masquerading as choices or are phantom items that can't be attached to anything, they won't know that the huge apparent depth of robotics is an illusion because it's nearly entirely broken, that no one has ever tested or bugfixed nearly all of the niche tech or expensive stretch goal items because no one ever bought them and almost no one knows they don't work.
Sindome asks a huge investment of time and care and effort and creativity from players and is kind of a janky, expensive, arbitrary time-consumer in return. Does anyone feel fulfilled grinding for months to buy an acoustic reticulator to keep in their closet? How many players know what cyberware works and which doesn't? Or what a host of 30,000c+ tools work or not? It might take months to buy things that someone put about five minutes into implementing and never tested.
By 0x1mm at Mar 16, 2025, 12:07 PM
|
0
LEGEND
2,859 posts
Like seriously look around and divide your character's average weekly income by the costs of the most random, ancillary services or random items and see how much of your time the game thinks they are worth. It will hand out 20,000+c losses like they are cracks in the sidewalk to step on and forget about, but covet 20,000c rewards like players should be building shrines in thanks for them.
Sindome in it's current form is a massive negative value proposition whose design is totally out of touch with the way its played in practice and what it encourages on paper. Saying 'chyen doesn't matter, get out and make things happen' is a two-way street.
By 0x1mm at Mar 16, 2025, 12:34 PM
|
0
LEGEND
2,859 posts
Leases are not unlimited money making machines. The amount of ambient income is tuned so that if someone is putting in the work on their lease, they will make back, over the course of their loan, the amount they spent on the lease. Anything beyond that, is where a lease makes net positive money. It's actually not the easiest thing in the world to make a living just off your lease. It's a vehicle for RP, and for having an amount of income, but it is not nearly as passive as some in this thread have made it sound.
By Slither at Mar 17, 2025, 7:34 AM
|
0
JUSTICE
5,159 posts
Just wanna throw DCD into the mix to.
Just want to remind everyone of the escalating lottery we have that makes death more and more expensive. Just another thing you have to save for if you want to do any of this 'conflict' the staff seem to want us to do.
Staff seem to want the people who have millions in their account to spend it, and are making it hard for anyone to earn money. And this is just making people not want to take any kind of risk. Because the cost of the risk (losing the ability to generate further income for a couple months) vs the reward ( a fun scene that lasts what? 10-20 mins once it gets going?)
Making things a lil cheaper is going to help. But with all the money sinks in the game, there is no replacement for giving players the chy to feel comfortable taking risks. Squeezing us all to make the moneybags empty their accounts, isn't the answer.
By SmokePotion at Mar 20, 2025, 9:17 AM
|
0
BAKALAKA
144 posts
Based on Slither's comment at the Town Hall that kicked this topic off, it sounds as though the idea that items in the game being too expensive might be a minority opinion on staff. I'd be interested in hearing from staff who don't see an issue with costs versus incomes in the game, because to me right now I'm increasingly being worn out by very limited juice that does not at all feel worth the squeeze.
I was all behind phasing out freight licenses because of the system being undercooked and so inequitable, but that was really with the belief that there would be something else done, tweaks made to other incomes or costs, to make up the massive gulf it would leave in the economy.
It feels like I keep having interactions with players getting fed up and saying some version of 'this isn't worth it' in what they're trying to do (or trying to not do) and I'm doing my best to support players I think are bringing more to the game than they're getting back, but the few tens of kays I can manage by grinding out hours of play is going to be a tiny drop in the bucket compared to what tweaking some gameplay knobs could accomplish.
I believe some players are actively burning out so I hope there is some direction or guidance or development that could make things less burdensome.
By 0x1mm at Apr 6, 2025, 11:58 PM
|
0
LEGEND
2,859 posts
Don't get me wrong, there absolutely is an absurdly high barrier to entry for some things, but…
Sometimes I wonder how efficiently people are using the resources they have. I've seen some really wasteful things.
You almost want to ask... if 1 million chyen were dropped in everyone's lap tomorrow, with no strings... what would they do with it? How many would immediately buy the best armor/weapons in the game, and then let it rot in a closet? How many would go straight to the dealership and buy that aero they've been wanting? Burn through it all raiding vacant apartments hoping there's something in them worth having? Maybe even rent a large pad just because?
By Quotient at Apr 7, 2025, 12:32 PM
|
0
STREET SAM
454 posts
I mean, do we want players thinking about being efficient when it comes to plots and that they do in the game in general? It's all made up to a large degree, so it just strikes me that having these huge swaths of technical and medical and niche items costing huge amounts just means they never see play compared to basic 'efficient' expenditures like shrouds and weapons, which narrows the game to just a few efficient archetypes.
It's not efficient to buy a synaptic stimulator or nanite hive repair kit or explosives sniffer compared to a motorcycle, but is that economic decision of necessity more fun?
By 0x1mm at Apr 7, 2025, 2:20 PM
|
0
LEGEND
2,859 posts
There's a meta IC right now, seeing characters start with low end gear and skip the middle stages right into high end equipment. Equipment they might have trouble holding that sets them back when they lose it. It leads to character and player frustration.
We're talking about lowering prices of
low and mid tier gear to show that the middle exists with purpose and reason for characters in that stage.
I want to see characters engaging others characters to earn chyen. Mixers with mixers, corpies with mixers, corpies with corpies. Data selling, small to big jobs, thefts, muggings, betrayals, backstabs, extorting, plants in corps and jobs, ambushes, networking. We want to and will reward that type of play. Corpie characters have done a lot better in getting chy out into the world lately, but we want that to keep trending upwards.
NPCs, item turnins, market sales, and coded jobs are valid ways to make chyen. People can get by on that. Characters can find ways to make more money by playing with the PCs in the bigger world out there. Some will be trickier, harder to manage, but it creates chances for chy. We don't see as much as that as would hope and that we'd like. But we want to and that's what we'll reward.
(Edited by Bubbles at 4:01 pm on 4/7/2025)
By Bubbles at Apr 7, 2025, 4:00 PM
|
0
WAGE SLAVE
22 posts
I think it absolutely does make sense for people to have to consider cost vs gain in some parts of the game, but universally decreasing prices across the board (or just for the most commonly employed items) is probably about as likely to solve the problem as welfare is for poverty in the real world.
I'm kind of brain farting on some of the stuff I had in mind a few hours ago, but I almost feel like introducing systems across the board that cumulatively reward players for their contributions to the game (like the ambient lease changes) might be a better solution to bridge the gap than to just universally decrease prices, or increase payouts. I want to see people with motivation who are contributing to the game world rewarded over people who are not. Give those people more freedom to do cool shit. The people who lay around and just collect payterm income, and/or run crates just to buy a Holden from TSX? Meh.
By Quotient at Apr 7, 2025, 4:07 PM
|
0
STREET SAM
454 posts
By BubblesThere's a meta IC right now, seeing characters start with low end gear and skip the middle stages right into high end equipment. Equipment they might have trouble holding that sets them back when they lose it. It leads to character and player frustration.
We're talking about lowering prices of low and mid tier gear to show that the middle exists with purpose and reason for characters in that stage.
I think part of the problem is the rubber doesn't really seem to hit the road until you start getting into WAI suits/protek. It's also less interesting to be wearing things like Du-Wear and neXus over custom clothing. Things like Protek and Xo are flashy, and wearing them openly is 'cool'. Lower end armor? Meh. Rather hide it and wear some cool threads.
If I remember correctly, Du-Wear jumpsuits are a little more than half the cost of a d-fence jumpsuit, far less effective, and made of material that not much can be worn on top of. If this was dropped, and maybe add a neXus jumpsuit as a cheap alternative to the PR-X… maybe...?
By Quotient at Apr 7, 2025, 4:17 PM
|
0
STREET SAM
454 posts
Did
I do enough to qualify for a MedRite syringe? Or a steel cargo container? Am I one of
those people? Who gets to determine that? Because I'm personally not especially concerned about the cost of street samurai weapon #3 except in terms of how it influences player behaviours overall, but I do know there's probably several items that I'm close to being the only player that has ever used them (or tried to) because of their exorbitant cost.
How many eyeballs are there on EN-7600 legs or shipping containers or PremoDets to even sort out the bugs to see if they work, how many players don't even know those things exist?
There's a lot more to the game than ProTek and stilettos and Holdens, I'd just like some of it to actually see the light once in a while without costing half a year of time.
By 0x1mm at Apr 7, 2025, 4:17 PM
|
0
LEGEND
2,859 posts
how many players don't even know those things exist?
I think this is a valid, but separate discussion.
I do agree some utility items should be more accessible. I was thinking about beacons and such a bit, but then I kind of spiraled mentally into the weeds which resulted in a brainfart.
I don't know about cargo containers though. Seems very niche?
By Quotient at Apr 7, 2025, 4:26 PM
|
0
STREET SAM
454 posts
I'd say it would be pretty easy to call something niche when it costs over thirty kay (or over sixty kay, or six hundred kay) and
doesn't work or has serious bugs, and there's a laundry list of items of items that fill that designation and no one is going to notice except the poor one who spends a year saving for it.
Everything that doesn't do combat tends to be seen as niche or not worthy of consideration to combat-oriented archetypes, but it would be nice if there was a bit more support and encouragement of archetypes that weren't just samurai and glock guy. There is a huge tax on almost any item not directly combat related because combat stuff gets all of the attention and there's few to say 'why do Akashics cost three hundred kay?'.
I just hope considerations towards 'low and mid tier gear' as Bubbles phases it, could encompass more beyond weapons and armour because, at least for myself, I'd like the game to involve a lot more than just those things.
By 0x1mm at Apr 7, 2025, 4:37 PM
|
0
LEGEND
2,859 posts
I can imagine the reason for the exorbitant prices on some stuff might be to make it available to players if they really want it, but with the underlying intention that it would probably be brought into the game by a GM for a plot and just given to them. Kind of like how not everyone who has a really expensive car actually saved up and bought or stole it.
By Quotient at Apr 7, 2025, 4:43 PM
|
0
STREET SAM
454 posts
I don't understand why you're being so adamant about arguing parts of the game you've never even experienced and have disregard for. Do you know why 76mm explosive shells cost what they do? Because I do. And I also know they don't fit into any vehicle that exists.
There are a host of items that were added and priced without much though over the last five years and ten years and twenty years and then forgotten about because they're too expensive for anyone to actually bother with, or were based on a far different iteration of the game with a different economy. Cyberware multitools were implemented when being a cyberneticist was enormously profitable, vehicle weapons were implemented when vehicle freight made money, robotics were added under the assumption they'd actually be finished. Tons of stuff in the game is not priced with anything approaching practical reality or consideration.
Like seriously when has a GM ever gifted high value items to anyone? That is not something to base archetypal economies around.
By 0x1mm at Apr 7, 2025, 4:55 PM
|
0
LEGEND
2,859 posts
I'm not arguing anything. I'm sharing speculation on things you're bringing up.
The town hall topic was 'cost of recovery' as it pertains to risk aversion. The items on everyone's mind are armor, weapons, and chrome. Because these things change hands the most, cost a ton, and have the most impact on the game. You could probably throw combat medkits into the mix if they were changing hands more.
Things like syringes, cyberdoc tools, incredibly rare items that no one even knows about, has little use for, and are unlikely to be lost nearly as often, if at all… Which do you think is more important? Also, your response to my comment about how rewarding PCs was incredibly dismissive, considering the root point was to put more chyen in the hands of individuals who would perceivably have a proven track record of applying it toward plots and PC interaction... theoretically easing the burden of cost for some of the things you've mentioned.
By Quotient at Apr 7, 2025, 5:22 PM
|
0
STREET SAM
454 posts
The topic of discussion isn't incomes or rewards, it's item
costs, and I started the topic based off of comments from Slither saying he wanted to reduce costs of items across the board. Raising incomes and lowering item costs are different concepts, with different effects and different outcomes, and I already tackled one income issue (to your benefit) in
that separate discussion.
Just because armour and weapons are the only things you personally have regard for, doesn't make them the only thing worth of regard and I would not be so quick to be judgmental about who is a 'lay around' as you put it, and have a little more grace for archetypes other than your own. Another more active player might equally think the same of you, that would not make your play invalid or the costs you face as not worthy of consideration.
I don't think combat archetypes are more important than anything, the game could stand to do with far fewer of them if anything, and far more technical archetypes. Every other character being a street samurai is hardly thematic but players go where the attention and support is, and I'd like to see some of that attention and support go to other areas -- even while I am able to equally advocate for better recovery support for combat archetypes.
By 0x1mm at Apr 7, 2025, 5:35 PM
|
0
LEGEND
2,859 posts
And my argument is that addressing only costs or incomes doesn't solve the root problem, which is player behavior and
where they are allocating their funds.
You also seem to be deliberately interpreting and applying negative connotations to my words rather than actually trying to understand what I am saying. A lot of the things you are identifying do not move or do not move much. The likelihood of their loss far smaller than other items. The fact that the items in question may not leave an apartment has nothing to do with layabouts and more the application of the tool itself.
You want examples of items that cost a fortune, more common, are likely to be lost, and aren't necessarily combat related? Toolbelts, trackers, security analyzer. Don't assume I'm only interested in the combat side of things just because I'm engaging with that half of the discussion (the half staff are engaging with).
By Quotient at Apr 7, 2025, 5:46 PM
|
0
STREET SAM
454 posts
Did it not occur that those items don't see play because they're overpriced in comparison to their gameplay use? How many of them have you used? What experience is this based on? Because I've used or have owned an extremely large percent of the game's items (I'd estimate more than 80 percent), and frankly have more of the hands-on experience with them to know which work as advertise or intended or don't, which are priced according to their function or gameplay power or are not, have problems to be fixed or not. I spent two years and millions of chyen to gain this experience, and for some things I was the only one that has or had. You can imagine I would find it frustrating for someone who hadn't to then say, no actually it's player culture that is the issue.
Blaming player culture goes nowhere, players are not changing. Period. The game has the community it has now, it has the culture it has and that will change only slightly for the rest of its lifespan. We cannot greatly change these things without enormous time and effort that may go nowhere, but we can tweak some prices with a five minute code change.
By 0x1mm at Apr 7, 2025, 5:52 PM
|
0
LEGEND
2,859 posts
So your argument is "I know more than anyone else, therefore my opinion is the only one that's valid". Got it. Cheerio, then.
By Quotient at Apr 7, 2025, 5:55 PM
|
0
STREET SAM
454 posts
I know more about the costs and pricing and function and bug state of robotics and vehicle weapons and many other niche tools than you do yes, if you disagree feel free to raise those experiences but you were arguing these things were less important than things like weapons and armor:
Things like syringes, cyberdoc tools, incredibly rare items that no one even knows about, has little use for, and are unlikely to be lost nearly as often, if at all… Which do you think is more important?
You were the one being judgmental about players and their engagement and archetypes:
I want to see people with motivation who are contributing to the game world rewarded over people who are not. Give those people more freedom to do cool shit. The people who lay around and just collect payterm income, and/or run crates just to buy a Holden from TSX? Meh.
Respectfully, I'm not the one dismissing player concerns in broad strokes, I'm just dismissing the stance that because you don't care about things doesn't mean they don't matter to other players or are not worthy of consideration.
By 0x1mm at Apr 7, 2025, 6:04 PM
|
0
LEGEND
2,859 posts
Like yes it is obnoxiously arguing from authority because I am not allowed to list off objects and their verbs and functions and why their specific costs are wrong, and I may often sound holier-than-thou, but I spent many years and huge time and resources to learn and investigate and fix and help in rolling out and driving interest and engagement with many of these tools and systems specifically because they were outside the samurai versus gunman gameplay norm.
So you better believe I am going to cite my experience in bold type if someone says these things are not as important as armour and weapons or that they would have little use, and so should not be attended to as much or at all.
By 0x1mm at Apr 7, 2025, 6:20 PM
|
0
LEGEND
2,859 posts
> Like yes it is obnoxiously arguing from authority
And maybe realize that people stopped engaging in certain topics because you do so.
By Aida at Apr 7, 2025, 11:28 PM
|
0
STREET SAM
406 posts
Point taken. But I don't really need players to engage about who they think are 'lay arounds' or not or deserving of consideration, or what archetypes and items they think there's no real use for when I've just said how useful these things could be to archetypes that aren't theirs. They are free to voice those feelings, but I don't have to accept them without challenge when I think they're both completely wrong and being more than a little insulting in who they think is a
valid player.
You are also missing some context Aida. It's a running theme of the community ever since I've been playing that combat-oriented players often will just flat out disregard and dismiss anything that doesn't concern or benefit their archetypes immediately and directly, and will talk down about players themselves who aren't interested or as interested in those things, and I've spent many years pushing back against that (frankly often toxic sexist) attitude while facing a lot of hostility about it, so I've probably got some very prickly armor up when it comes to those topics now.
In any case, I don't need to win hearts and minds on this topic because I know a broad swath of players and staff are seeing or feeling the pinch in gameplay and plotting, I just want to be vocal that changes don't only effect combat characters because they tend to soak up all the air time as it is. I am happy to take all the heat and enmity for being annoying and soapboxing about it if everyone interested in technical stuff has a better and easier experience in the next years to come.
By 0x1mm at Apr 8, 2025, 12:12 AM
|
0
LEGEND
2,859 posts
To circle back to the pricing of items, these are the 'not directly combat related' items I believe are priced too high for their gameplay purpose and actual function, and may not attract attention because of how obscure or rare some are, in part (or wholly) because of how expensive they are. I may have missed a few things just scanning through all my lists but these are ones I thought were especially expensive. These aren't sexy items like katanas and Xo3 but I do think some of them would improve the game by seeing more widespread (or any) use and their current costs impedes that.
Nanogenic Hypodermic
MedRite Reusable Syringe
PocketDoc Blood Analyzer
Bloodclot Dissolving Agent Vial
Occipital Forceps
Optic Modulator
Accoustic Reticulator
Synaptic Stimulator
Biochip Reticulator
Nanite Hive Repair Kit
Reticulating Cyberware Multitool
SK NeuroLink Debugging Unit
Forensi-Max Forensic Kit
BioMed AutoInjector
Fenta-99 Medical Anesthesia Vial
Nu-POz X Patch
ZMI FortressLock Access Port Cover
EN-8600 X Robot Parts
Akashic Robot Box
PRI pro ARC-X11
PRI SA94F Network Scanner
SuperFreq 10K Adjustable Walkie
ZMI SecureTalk Cards
ZMI MK-4.0 Binoculars
ZMI Tactical Paraglider
Ballistics Toolbelt
ZMI Compound Silencer Kit
Security Switchboard
SIC Triangulation Tool
SkyWatch High-Band Radio Rig
SICid Identification System
Intercom System
Touch Screen
Cybernetic Transcoder Hub
Arcady EconoFuel-33 Aerodyne Power Plant
Arcady NEX-D7-HL Oversized Power Plant
Overclocked Flight Computer
Crest N99-D Performance Vectorizer
ZMI PremoDet Anti-Missile System III
Large Steel Cargo Container
Medium Plasticine Cargo Container
Stainless Steel Cabinet
Display Case
Ceramic Combolock Cabinet
By 0x1mm at Apr 8, 2025, 1:17 AM
|
0
LEGEND
2,859 posts
Few others that I missed mentioning:
Wrecking bars had utility added to them in recent years that makes them fairly expensive for that purpose, maybe if discounting them messes with weapon balance too much then down the road a crowbar could be added that does wrecking bar commands without wrecking bar weapon stats.
Vehicle armor is really expensive which really clamped down on players testing it out and checking the grades actually work as intended. It might be worth just block discounting it to try to get some more into the game for testing and raise the price later.
When AVs got reworked into the new vehicle system the Cayley K-450 and LukeAire Stinger were (and are) priced to theme and not to function in my opinion. This is true of a lot of vehicles but these are especially wonky because they end up being somewhat misleading. It's valid to have superficially more expensive corporate vehicles that are similar to ugly and cheap (but mechanically identical) Mixer versions, but the price disparity is too high with these vehicles, short of a hardpoint layout change, in my opinion.
Industrial Freight Container. A bunch of these basically need to be kicking around to make freight theft work, and they're really expensive now that they cannot generate income.
By 0x1mm at Apr 8, 2025, 2:28 AM
|
0
LEGEND
2,859 posts
Since I know there will be pushback that players will think these things are not important or should be expensive, a quick overview on my rationale of the above.
Cyber surgery tools. These all largely follow 'one tool for each function' design in surgery gameplay which I feel is outmoded compared to multitools in other systems. Too many tools that do too little each for their high cost.
Cybernetic tools. Just too expensive for the very limited, specialist gameplay power they have.
Medical consumables. Too expensive to see use in comparison to how many of them are in the game.
Forensics tools. Too expensive compared to how few gameplay mechanics forensics has.
Robot parts. Constructing Eisenhowers is too expensive compared to buying them retail, this should be more similar to vehicles where building from parts is a potential savings and drives gameplay and income to player builders. Akashics are way too expensive compared to their function, and could be really fun to have more of them in the game. A bunch of these special robot parts don't work currently but they're at least cheaper.
Electro tools. Just too expensive compared to what they do. Impossible NPC-only costs for some like switchboards and intercomes and others. Triangulator is priced like it's 2104 still.
Radio stuff. Too expensive for their practical function. Needs more uptake to kick off critical mass use.
ZMI stuff. Cool stuff that could cost half as much as it does and everyone has more fun.
AV parts. Getting into FOIC but these parts are not priced in a way that reflects their actual stats, in my opinion. Overclocked computer is a bit of a sneaky trap and should probably not be sold retail. PremoDet needs more uptake just to make sure it works.
Containers. The most expensive one costs 700,000c+. I don't know if the intention is that players can just never use it but that has been the effect.
By 0x1mm at Apr 8, 2025, 2:53 AM
|
0
LEGEND
2,859 posts
And I forgot to throw in (non-combat) cyberware. These are all too expensive (or don't have intended original function) to be compelling choices against the major nanogenics and combat cyberwares:
SK X Translator Chip
ZMI Cardioverter Defibrillator Hand Module
NK HoloProjector Eye Module
PRI Belter Exoskeleton
SK Full 'Mnemonic' Cyberbrain
Nanogenics is perhaps a bit more contentious and they're not something I'm going to fight for but Metachrosis Skin and Dermalweave are priced as though they're competing with nanos like Muscle Crafts and Cerebral Enhancement for gameplay factors, but in my opinion they are more like very niche choices for unusual builds and don't need to be quite so expensive when their actual gameplay power is measured against other options. This is more of a subjective evaluation though because they do have combat relevance and balance considerations and I wouldn't argue with players that said they disagreed they should be discounted just because they're rare.
By 0x1mm at Apr 8, 2025, 3:09 AM
|
0
LEGEND
2,859 posts
First, if everyone could please keep things civil that would be great. I understand we have different opinions of what the game needs and different opinions of each other, but we should try not to let that get in the way of healthy discussion. Moving on.
In general, I think the the game economy is a problem overall. Certainly, it affects combat characters and their willingness to take risks. Yes, I think culture might have something to do with it, but it's a small something. In general I look at the economy as the problem.
Economy is arguably the biggest contributing factor in shaping a meta (aka a culture of game actions). If Skywatch started raining hundreds of Xo3 suits onto the streets of Red from 6-7pm every day, I guarantee that overnight, people would stop hiding them inside to collect dust. It'd be a daily commute item, no longer hidden in closets, and no longer a status symbol. The streets would be overflowing with unwanted Xo3 due to the excess. No one would ever buy it again. And then, like some monologuing villain once said, "When everyone's super, no one will be." Economy changes the IC culture here, not the other way around. That's why we're here addressing it in the first place in an OOC format, because try as we might, the culture isn't really shifting from an IC point, is it? I say this frankly with regard to our PVP inspired game because players in a truly "play to lose" culture probably shouldn't care about having the best end game items every time they go outside.
It's hard to play to lose. Especially all the time. I get it. I don't personally have a problem with anyone that doesn't like the concept or doesn't play to it. I want an economy that allows players the agency to get what they want so they can go outside and try to win and then maybe lose or maybe win. I also want an economy where players don't have to choose between spending money on RP or spending it on personal gear. We should be able to afford both.
And yes, to 0x1mm's point, I think there are also widespread problems with the price of non-combat items. I also think there's a problem with income ratio vs a sort of psuedo-inflation that's happened over time. There's a phenomenon, and this is an unofficial phrase as far as I know, called itemization inflation. It combines concepts like power creep, vertical progression, and economy design in gaming to address an increase in cost related to power creep by proliferation. I went researching after something Slither mentioned in staff discussion.
As an example, there was a time 20 or so years ago when a character could attain an end-game kit for around 70k. It was 3 items. There was your weapon, your armor - which was a single piece for your whole body, and V-202. There was no chrome, no nanos, etc.
Arrive at the here and now and not only has the cost of armor gone up by diversifying it into individual pieces, but the game has much much more gear related to combat. All of these new things are barriers to competitive viability, and so the cost of combat has ballooned over the years. The cost for a top-tier kit today can be over 200k. That's an increase in over 300% vs 20 years ago.
Slither also says there hasn't been an income increase in over ten years.
So the way I see it is that the costs of combat were never intended to be this high in the first place. This looks to me like years worth of unintended imbalances created in the economy as a result of new game features that contributed to loadout complexity. Do I agree with Bubbles that we should consider whether or not we can realistically hold on to top-end gear before we blow our wad on it? Absolutely. Do I think we should be looking at lower tier gear and be willing to take bigger risks that, while possibly resulting in a loss, also means losing less? Definitely.
But I don't think that's going to solve everything. What I really think needs to happen (and I've thought this long before the last Town Hall or these threads) is that we need to do a deep scrub of the economy, item by item, and actually try to build a realistic representation of costs. We also need to evaluate that against automated income sources across the board. Unfortunately, this task is so huge I never brought it up before now.
I don't know that a price reduction to low/mid tier gear will help, but I'm for trying it. I think it should be paired with wage increases as well in order to account for things beyond combat related things. I also think that as a game, we're oddly rigid with economy. I chalk it up to lacking systems to monitor it or track metas, lack of staff, or something else beyond my understanding. In any case, I don't think there's anything wrong with trying things and seeing what does and doesn't work. I also think it's fine to roll changes back if they don't work. That's something we as players should probably expect and be ok with too.
Last thing, and I imagine some won't like this, but I think there's another factor as to why you don't see people in the street anymore. Vehicles are too affordable. I feel I established in this post that I think people play to win, regardless of what culture we try to push. Who would choose to risk walking outside when they can jump on a vehicle and blitz safely past unwanted conflict?
By Logic at Apr 8, 2025, 11:20 AM
|
0
ADMIN
96 posts
Vehicles are too affordable. I feel I established in this post that I think people play to win, regardless of what culture we try to push. Who would choose to risk walking outside when they can jump on a vehicle and blitz safely past unwanted conflict?I've said it before and I'll say it again - if ammo for vehicle weapons was cheaper or better yet player creditable it would be a godsend to topside conflict, mechanics, and munitions users.
I don't think anywhere or anything should be safe except your bank account.
By ReeferMadness at Apr 8, 2025, 12:38 PM
|
0
LEGEND
2,059 posts
I consider myself a mover and shaker player, but if I'm a lowbie character who makes 10K a week due to the income cap I'm probably more reluctant to pay that runner to throw flyers, the goon to spray graffiti, the immy to bring me pizza, the thug to cause a ruckus with homemade bombs.
If I'm saving up money for really expensive gear, I'd rather do it myself.
When there are only so many rich PCs, are we really surprised the player gig economy is stagnant? Perhaps it's meant to be this way, and not everyone's supposed to be a badass boss, just my 2 cents.
By villa at Apr 8, 2025, 12:57 PM
|
0
GATO
595 posts
> I've said it before and I'll say it again - if ammo for vehicle weapons was cheaper or better yet player creditable it would be a godsend to topside conflict, mechanics, and munitions users.
This alone would make shit go hard. I understand weapons themselves are hard to obtain, but the ammo is just prohibitive considering the ROI is non existent and your rival can just repair their vehicle for a fraction of the cost.
Why doesn't the staff try experimenting with this low hanging fruit? Let the munition rigs make vehicle ammo. If shit goes out of control you can roll the change back.
By villa at Apr 8, 2025, 1:01 PM
|
0
GATO
595 posts
Player culture is still a part of this problem. Megacorps are supposed to be funneling chy down to the mix en masse through either their own assets or contacts in the syndicates. The syndicates are supposed to be delegating tasks to as many characters as possible so that chy ends up in their pockets.
The megacorps have budgets where these expenses can be reimbursed from so it's as if the chy has just been created out of nowhere. The syndicates also have budgets they can reimburse from.
When this system breaks down then the characters at the middle and lower tiers of the game have less chy to go around.
Not directly related to this tangent, I do agree with Reefer that vehicle ammo should be cheaper or that players should able to craft it though. Honestly vehicle combat was added and it feels like it was implemented in such a way that is so intentionally restrictive only a few of us will ever be able to use it.
The way you acquire weapons and who can install them have been problems for years from what I can tell. If I wanted to roll a new character who did vehicle combat I'd probably change my mind just because of how hard it is to get into.
By Necronex666 at Apr 8, 2025, 1:51 PM
|
0
STREET SAM
476 posts
First, if everyone could please keep things civil that would be great. I understand we have different opinions of what the game needs and different opinions of each other, but we should try not to let that get in the way of healthy discussion.
I apologize Logic. It was not productive or constructive of me.
By 0x1mm at Apr 8, 2025, 1:58 PM
|
0
LEGEND
2,859 posts
It might be a bit controversial because there was a lot of development put into them, but re-pricing and re-balancing vehicle weapons is going to be a lot work due to the sheer amount of them, but if they were all scaled back to just the 12.7mm and 57mm small fixed weapons, there would be a lot fewer knobs to worry about turning.
It's a lot easier to balance a price change to rocket crates when there isn't a six tube launcher to worry about, even if they're practically not mountable now anyway.
Light vehicles with gunner weapons would need to have their hardpoints converted to small fixed driver-fired ones though, which may be a big change to sell overall, it would make light aeros and motorcycles suddenly a lot better for combat but they're close to useless for combat now so maybe that's fair?
By 0x1mm at Apr 8, 2025, 2:19 PM
|
0
LEGEND
2,859 posts
Corporate budgets have a cap too. I also think it's hard to consistently meet that demand. Still, I agree with the sentiment. Maybe some kind of incentive to spend the budget or risk losing your job could help? If you aren't using it are you really doing your job?
I see other issues with corpcit economy, but it maybe leans a bit too hard toward IC to discuss.
And yes, I think weapon ammo should be looked at. I also think vehicle armor needs to come down in price, but should be as illegal as vehicle weapons unless authorized.
By Logic at Apr 8, 2025, 2:30 PM
|
0
ADMIN
96 posts
Personally, I don't like the idea of someone losing their job. Reason being that it turns the game into a job. Jobs are not fun. Create incentives, not requirements.
One of 0x1mm's arguments last night before I disengaged was that we cannot change player behavior. And no, we can't… but we can incentivize the behavior we want to see. Take crates, for example. Nobody thinks very much of these, but one thing they do is drag people out of their apartments, into the open, entirely in the open, to earn that extra bit of chy. They create an expected sequence of events that other players can capitalize on, and reward players for participating through supplementary income that is more or less guaranteed.
Create incentive for the behaviors you want to see. Reward it monetarily. The economy thrives, the game thrives, and costs of items (admittedly, some costs need to be adjusted regardless... probably) are less of a concern for the PCs that need them.
Economy is economy, whether it's the real world or a game, and I'm not expert on economics, but I do know that just lowering prices, or giving people more money doesn't solve the problem.
By Quotient at Apr 8, 2025, 4:39 PM
|
0
STREET SAM
454 posts
While I understand that and agree, it's my opinion that people in corporate company positions should be engaging as a sort of player GM lite at a minimum. We don't really coach people on this like we do for some other positions, but maybe we should. They are also already monetarily incentivized to use it.
By Logic at Apr 8, 2025, 4:56 PM
|
0
ADMIN
96 posts
This kind of begs to question whether the staff perception is that corporate players have always been held to this expectation, or whether it is a new concept.
I think the majority of the playerbase perceives corporate players as the conflict-averse, risk-averse alternative to the Mix, rather than any sort of position with elevated expectations of engagement.
By Quotient at Apr 8, 2025, 5:57 PM
|
0
STREET SAM
454 posts
While leases aren't unlimited money printing machines, they are still a machine that prints money. You may have to put work and effort into said machine, doing the thing, but it still is automated income that prints out of nowhere into the game economy. Just as a fixer in this scenario would have to put in work and effort tracking down potential flips, and then getting the items, to get a random amount of money out of nowhere into the game economy. I'm sorry if it seemed that I implied that this income was passive.
Right now, the problem the game is facing is that there isn't enough chyen to go around because the game's chyen sinks outweigh the chyen faucets, and money is going down the drains in NPCs never to be seen again. And the solution to there being no money to go around is people laughing and saying "Nonsense! There's plenty to go around! You just have to ask other players!" like they have this mythical money. And I'd be interested at what bank account markers people would consider the different economic classes for reference. Maybe I just don't have a head for what things should cost.
Robbing Peter (maybe literally) to pay Paul is not the solution to this economic crisis because eventually the entropy of the sinks win. This is because of how the economy is structured and the engine that keeps the Sindome lights on: the cycle of violence.
So, this cycle of violence I'm coining is the cycle of conflict and the regeneration of losses and what they do to the economy. Because conflict is inevitable in Sindome. You are going to take a loss at some point, and you're going to need to get back on your feet. I personally don't mind playing to lose as long as it's not impossible to bounce back. Maybe not easily mind you, as a major loss should still be major, but at the same time not crippling that makes you question continuing to play.
But the loss will happen. And you're going to need to replace things like weapons and armor and chrome. This is where the fixer comes into play in facilitating the cycle of recouping for everyone to have an enjoyable experience.
For example:
As a combat character, you are at the very basic level required to have some sort of armor and some sort of weapon. These will inevitably put at risk doing your profession of violence. And you will inevitably lose whatever gear you wear wielding when you vat out. Now you have to replace said gear. You have two options.
1.) Retail. This is hypothetically if it is even possible. However a character can go to an NPC and buy it off the shelf. This is two problems. Not only is this stupid expensive, every chyen is obliterated from the potential of the game's economy.
2.) Mr Fixer. This is going to Mr. Fixer for the purchasing of your gear. Not only is Mr. Fixer significantly cheaper than buying from the shelf, the money you give to Mr. Fixer stays in the player economy. Hence it all being about going to other players. Yay.
Mr. Fixer plays a very important role in the game structure. Through their various means of item sourcing they are able to make you bouncing back and enjoying the combat cycle a bit easier. Also, their existence stops your hard earned chyen from disappearing from circulation.
That's because without Mr. Fixer, the game grinds to an absolute halt. If you cannot afford to replace your gear at retail costs, you are out of combat until you can find enough chyen to pay retail for it. Nobody would do anything or risk anything if recouping cost those prices. The fixer and what they do is the greasing of wheels that keeps the engine powering Sindome running. They are effectively the injection point of the fuel to keep everyone having fun.
Here's the problem. As much as fixers can perform miracles in terms of costs, there's only so much you can do when there aren't faucets to replenish the grease. At the current moment the net game economy input is limited to an amount. That amount is every player's automated income limit, plus their job clock / lease income. That's it. Any more chyen flowing into player's hands at that point is either from within the players economy or being manifested magically by staff. There used to be macguffins which acted as somewhat significant time bombs of economic chyen for corpies to slowly trickle down as they pursued their personal plots, but those are gone now.
And a problem exists when there is an IC onus against working the chyen faucets that power the economy. It's great that you reject the chains of capitalism, but your crate cash could be going into another player's pocket. But also a corpie wouldn't be caught dead running crates.
And that's where I think we are right now, is that there isn't enough people working the various chy faucets overall to overcome the drain of the various game sinks. It took a bit of time to actually catch up, but we're getting there that the chyen is drying up because the game economy is upside down.
And without the chyen flowing the fixers can't cut their deals to get a combatant's lost gear back, which turns into gear fear.
Which is why I suggested an autonomous system that does not require staff approval to inject money directly into fixer pockets because fixers are the most likely to disperse money into the general population. Was the game more fun when there were NPC's paying out more often to everyone? What do you call a fixer? You ask your local fixer what they want in exchange for money and you'll probably get a list of items. If you hand those items to the fixer, they will hand you an amount of money back. Almost like the NPCs that wander the streets. My idea involved providing a fixer with a list of things rotating things they will make a lot of money, even if they have to buy it off other players. Their pursuit of these big paydays will lead to smaller paydays for smaller characters.
There are two difference though. The PC fixer can be hit up multiple times in a week for multiple transactions of flash, and that the amount of money the fixer can hand out is limited by the amount of money the fixer has. As in their chy pool IS limited. It's great that you want to finally sell that ceramic wakizashi you have in your closet. Too bad no fixer has the flash to give you a decent price on it. Providing a source of flash for the violence engine that is external to the player economy is imperative and having it directly put into the pockets of the people dedicated to keeping the engine alive is the most logical way of going about it.
And to address why a player to player loan won't work: the money originates from the player base, and also it does suck more out of the violence engine than it puts in. If a Fixer needs flash, yes they can go to Mr. Moneybanks Corpie for a loan since they are outside of the violence cycle. But let's say for simple math a fixer with 100K takes a 100K loan at 20% and injects it all directly into the violence engine. First, that 100K loan is going to cost 10K. to get. So you're only going to have an additional 190K in the cycle. But at the end of the loan, it needs to be paid back. So the 100K needs to go back. So down to 90K in the engine. Oh, and interest. So at the end of it you have 70K in the engine.
Don't get me wrong, player to player loans? Great idea. Great avenue for roleplaying and what you're willing to do to pay a loan back. I highly recommend players going to other players for loans if they need the money. But in this instance loans are not going to keep enough gas in the jenny to keep the lights on.
Because in the end entropy always wins.
I think I'm done.
I'm sorry.
By Risikio at Apr 8, 2025, 6:18 PM
|
0
BATA
259 posts
By RisikioWhile leases aren't unlimited money printing machines, they are still a machine that prints money. You may have to put work and effort into said machine, doing the thing, but it still is automated income that prints out of nowhere into the game economy.
This is one of the things I think you have a hard locked perception on. Ambient income from leases isn't much different from terminal income from other jobs. I think your perception is that leaseholders are collecting some absurd amount of money from this. What Slither was trying to tell you is that they are not.
The benefit of a lease is not money.
Pick one up and find out for yourself.
By Quotient at Apr 8, 2025, 6:58 PM
|
0
STREET SAM
454 posts
Not to fall afoul of FOIC information but they won't even need to do that, information about many leases and what sort of returns they may have are available IC in a way they never were in the past. Not necessarily for every lease, and there are other factors involved with different ones, but with a very small amount of investigation anyone can find out the specifics and be able to see how they compare to other pursuits a character might be interested in.
By 0x1mm at Apr 8, 2025, 7:20 PM
|
0
LEGEND
2,859 posts
Kind of late to the party here, but I've often found that making things easier/cheaper/softer hurts games like this. I've seen it play out in other MUDs where things have the difficulty level taken down and the game actually suffers for it. Something to reach for is a powerful motivator.
As for items being super pricey and therefore not being used? Well, that's up to the player and I don't really think that's a reason to drop the price. There's a risk/reward leap frog effect in the game that I see some people take advantage of, while others don't.
Get stronger, get better gear, use the gear to attempt to get more, repeat. Eventually buck up against a higher power, probably fail, rebuild, try again.
Item rarity definitely makes it tricky as you might (and I have) somehow ended up with a hot piece of gear you had no business using or even having, and thought 'I'm gonna save this for a year from now when I can actually use it'. I actually had no idea that item rarity was a thing, so I was unknowingly absorbing a slot that a higher char should have been able to hold. In the end though? Time passed, and now I use it, so maybe it's self-correcting in that way. Plus you can get robbed so there's that.
Sounds like I'm in the minority here, but I would vote that high-end weapons and items stay high-price. I think the idea is that you are supposed to try and get these for much cheaper through CRIMES not by slowly grinding up 500c at a time to 1 million. The goal should be to steal/con/trick things from powerful characters of factions that you're ICly against for whatever reason. A 300k item that can be picked up? Now THAT'S something to plan for weeks and months to steal.
I could see an argument for mid-range stuff being cheaper, but that's kind of already happening through the fixer economy. Is a pair of knucks almost 30k new at the store? Sure. But not at the PC-ran stores I betcha or through some shady fixer PC. And you know what's even cheaper than fixer prices? Robbing that fixer and getting it for FREE!
DO MORE CRIMEZ BATA!
By JMo at Apr 8, 2025, 7:59 PM
|
0
STREET SAM
433 posts
I will add that anyone thinking that leases are money printers are… Grossly misinformed. It tends to be worse than terminal job chy wise, even when you manage the lease vs what terminal job someone putting that level of effort pays.
Without going into IC details, a similar job to what a well ran lease pays in terms of automated profit (which is: weekly taking - (lease cost/number of weeks)) is about half of what my pc could earn on a terminal job with the effort she puts into the lease. It has many other upsides, and avenues to make money, and IC reasons to do it (and so does the other terminal job), but the automated till income is... Really not that great. And that job does not put massive amount of chy at risk that can be plotted in order to be removed from you. Losing terminal job sucks too, but then you only lose the income, not a yearlong investment on top of that.
I also do agree that there are big issues with the trickle down economy. While some players o push hard to make it happen, riding those expense accounts and so on - and we all love them for it - there are also many who just... Do not. And firing those is a good way to create a vacuum for someone else to step in and hopefully do better. I'm all in for firings and promotions based on how much RP -and- income those position generate for others. Granted there are also IC factors of why someone not doing so could hold onto the job, but... Maybe that sometimes leads to too much leniency.
Notably if people in those spots are publicly seen not doing so, and keeping said positions, it's setting a bad example for others. Perception's a bitch, and can be skewed and not based in reality, but well, that's also how the NPC boss should be looking at it, at least partially, not just based on entirely invisible machinations. Sometimes seeming like you do the job, and not just silently doing it, can be as important. That also helps them to set an example for others on what the expectations are.
But also, I am fully on board with JMo here, you want that big expensive thing? Don't save for it through crates, do some crimes to earn it instead. Or borrow, there really is a lot of chy among the players to borrow from, and who are willing to lend it out for good initiatives and ideas. And you can then plot to never repay that loan, because why not? Screw over that person, earn that big score.
By Aida at Apr 8, 2025, 9:47 PM
|
0
STREET SAM
406 posts
The goal should be to steal/con/trick things from powerful characters of factions that you're ICly against for whatever reason. A 300k item that can be picked up? Now THAT'S something to plan for weeks and months to steal.
I think players should be encouraged to do those sorts of things too (and I have done them), but I don't think it's really something you can base the foundations of the economy on. You can have aspirant stretch goals of like a ceramic katana, or a vehicle, or a set of armour that it could be practical for players to plot around, but what if you need four survival tents, water condensing tower, binoculars, cooler, plus four SuperFreqs and SecureTalk cards for the plot itself? That's half a million chyen right there. Do you stage one different plot for each of those things?
It totally makes sense to have goals for characters to reach for, but a lot of stuff in the game is just stuff you need to do the stuff that gets you to the goals and it's still priced like the Holy Grail. You don't have to grind for months in World of Warcraft just to buy a hearthstone. There's a ton of plots and gameplay and mechanics that will just never happen and no player will ever experience because the things that do it are spread out over a million little-known expensive items.
So ceramic katanas as things to aspire towards? Sure. Prestige vehicles or armour? Sure. Basic tools with simple gameplay verbs on them? That stuff should be far more accessible.
By 0x1mm at Apr 9, 2025, 12:26 AM
|
0
LEGEND
2,859 posts
Excuse me. Quarter million chyen, not half.
By 0x1mm at Apr 9, 2025, 12:29 AM
|
0
LEGEND
2,859 posts
Personally I think that fixers who sell things too low do damage to the economy.
By Mindhunter at Apr 9, 2025, 10:09 AM
|
0
CHUMMER
171 posts
Personally I think that fixers who sell things too low do damage to the economy.

By 0x1mm at Apr 11, 2025, 12:14 AM
|
0
LEGEND
2,859 posts
Well, you meme, but it's true.
Hypothetical: Let's say you steal an item from a gang member to sell for next to nothing and repeat this cycle over and over you're now defacto setting the price for that item in a way other fixers who aren't stealing an item from a gang member over and over again can't even compete with. It's a silly loop.
I'm not saying it's against any rules, or anyone is doing anything afoul of the game, just that things such as that in my opinion is just gaming the system and not a sign of a good fixer. It applies also when someone brings you gear to sell. I can't give someone 5k for a cricket bat if someone across town is selling it for 5c.
By Mindhunter at Apr 11, 2025, 7:22 AM
|
0
CHUMMER
171 posts
PvP combat and theft is the backbone of the fixer market.
By ReeferMadness at Apr 11, 2025, 7:25 AM
|
0
LEGEND
2,059 posts
PVP combat and theft is a huge part of the second hand gear economy. That's not what I am saying.
By Mindhunter at Apr 11, 2025, 7:47 AM
|
0
CHUMMER
171 posts
Gotcha. I think your opinion is valid and I think the fixer economy is very nuanced either by design or simply the nature of the game. I view issues with pricing as an IC one which is either resolved by one of the below or combination of them. This could probably use its own thread if we want get deep into it but here we go…
(Please note: these things are actively occurring and this is not a gripe)
1) Fighting Rival Fixers
Usually by proxy, sponsoring hitters to take out or rob your rivals is profitable in the long and short-term.
2) Forming Cartels w/ would-be rival fixers
Cartel pricing is very illegal in RL and for good reason. If/When Fixers decided on set pricing for super common items like ganger weapons, drugs, etc - they can corner the market.
3) Manipulating Paydata to induce conflict
By having others go to war or attack targets of interest to you - a fixer only stands to profit. Controlling the zeitgeist is key, and doubly so if you get to hawk the spoils.
By ReeferMadness at Apr 11, 2025, 9:20 AM
|
0
LEGEND
2,059 posts
Without elaborating, I agree. It is an IC problem but not a purely IC problem so those actions and responses are valid.
I only bring it up because there is a coded value, a player value, and then there's an around the clock cricket bay theft cycle (one of a few examples) that really has zero meaningful interactions attached to it in the grand scheme of things. I personally think only hard coded NPC's that ask for those types of items should be the ones that drop them so that players can throttle that economy back a little if they chose to or go full throttle with it if they choose to.
By Mindhunter at Apr 11, 2025, 9:46 AM
|
0
CHUMMER
171 posts
Keep in mind some of these things (like ganger weapons) have huge stockpiles sitting around that will, even if the price was 1c, take quite a long time to liquidate out and convert into cash. When the changes came in to street biz there ended up being stockpiles that are
still being cleared, so there's a theoretical price and then there's what the actual demand is and those things are not going to be always (or ever) closely related.
If an item is priced at 10% of retail but won't sell even at that price, the market is dictating that, not any one player.
By 0x1mm at Apr 11, 2025, 1:31 PM
|
0
LEGEND
2,859 posts
I disagree with that for this specific use case. Mindhunter's on the right track.
If there's two group that drop the same item and only the second group is being targeted for the items while only the first group accepts the item, you create a surplus that doesn't move because the one has a replenished mechanism doesn't ever need refilled.
If characters want that to work, they have to target the ones that the game benefits from being targeted.
By crashdown at Apr 11, 2025, 2:42 PM
|
0
ACE KOOL
603 posts
That could be a systemic issue or a design problem, but it still can't be something a single player could do. If someone sells something at what someone else claims is a very low price and
no one buys it, there is either 1) an arbitrage opportunity for someone to profit to buy it, or 2) a lack of demand which means the item isn't undervalued.
If players could profit from selling something at a higher price, they would be, or someone else would be. No one player can shift an entire market unless they control the entire supply. If players think something is undervalued, buy it and resell it. Put their capital behind what their claims are.
By 0x1mm at Apr 11, 2025, 2:54 PM
|
0
LEGEND
2,859 posts
This is why I hate inspection value on objects, players look at that and think to some approximation it is what something is worth inherently which is almost never true.
By 0x1mm at Apr 11, 2025, 3:09 PM
|
0
LEGEND
2,859 posts
Again, I am not trying to tell anyone how to play. I am just explaining a point of view when it comes to the economy. As I noted earlier, there is a coded value akin to what you see on inspect, and there is a players value akin to what other people are going to actually pay for it. You can get a good idea of what a players value tends to be by going to assorted shops and stores. The inspect command, which I believe is paired with an appropriate stat and skill though I could be mistaken as I don't study game mechanics that much, does offer valuable insight into it's coded worth.
One player in theory can have facilities that do shift the economy, because it sets a price floor others can’t compete with unless they engage in the same loop of steal hatchet from NPC sell hatchet for next to nothing to be sold back to NPC to be stolen from NPC to be sold to NPC and so on, which defeats the purpose of roleplay-driven trade.
By Mindhunter at Apr 11, 2025, 8:03 PM
|
0
CHUMMER
171 posts
One player in theory can have facilities that do shift the economy, because it sets a price floor others can’t compete with unless they engage in the same loop of steal hatchet from NPC sell hatchet for next to nothing to be sold back to NPC to be stolen from NPC to be sold to NPC and so on, which defeats the purpose of roleplay-driven trade.
And I'm saying you made the assumption that the price decrease is due to something players now are actively doing (stealing weapons for low resale), when it's actually due to the fact that there is a very large supply of already stolen weapons that has never really been depleted since everyone was stockpiling after the street biz changes went in.
If you think an undercut doesn't represent true value you can prove it by buying that underpriced stock and re-selling it, but you might find that there's other market factors involved and now you're stuck with a bunch of inventory you can't move and those 'underpriced' items were maybe more correctly priced than you realized.
By 0x1mm at Apr 11, 2025, 8:25 PM
|
0
LEGEND
2,859 posts
I can't contribute very much to this since I'm still fairly new here, but I remember figuring out in the first few weeks that if I wanted to do the whole medical archetype thing outside of specific rooms (that I could only get access to via jobs), I would have to pay upwards of five weeks or more of automated income just to get one item I needed.
And that is just to access the verbs. Because of the cost, I'd probably lose the item straight away to theft or violence. So in effect, I found that the entire 'street medic' thing fell over for me almost immediately since I couldn't actually be a street medic with the cheap tools outside of maybe a few very limited circumstances. I would probably reduce the value of that item by like 75% or I'd make a few versions of the same thing with some of the other features removed to give people something to work up to.
Imo, you can see this a lot in the development of trends and tropes around certain positions - stripperdocs or tailordocs are so common because I think a lot of the time people just can't really engage with their archetypes due to the really, really high cost of entry. So they just default to something way cheaper they can actually do something with on a semi-regular basis instead.
By Ameliorative at Apr 11, 2025, 9:02 PM
|
0
SPLATJOB
43 posts
This thread has gotten way too long for me to keep up with. Cross posting my update from the game improvements thread here:
PRICE REDUCTIONS
After much deliberation and discussion, the prices on certain things have been reduced. The goal here is making base level items less expensive, and to make it more likely that people gear up and regear with mid tier items. Not everyone is going to have Xo3 or Xo5 armor, for instance. And some people that get it, can't hold onto it, which creates a weird cycle where they buy it, lose it, and expect to be able to buy it again and when they can't, there is a feeling that they don't make enough or things are too expensive. We have purposefully not touched higher tier items.
Please remember you aren't always going to need or get the best gear.
I may make some additional changes, but this may be it for now as we wait and see how these changes play out.
70% REDUCTION
Basic armor such as Nexus, Du-Wear, Ecogear and the like.
35% REDUCTION
Protek/Some WAI/Etc
Xo3/Some WAI/ Some WCS
Robotparts
Cyberware
Vehicle parts & vehicle weapon ammo has also been reduced by 35%.
For now, I'm locking this topic while we see how these changes play out.
(Edited by Slither at 4:21 am on 4/12/2025)
By Slither at Apr 12, 2025, 4:00 AM
|
0
JUSTICE
5,159 posts
Just updating here in case anyone reads this first.
Cyber tools, hand scanners, paragliders, and several other classes of items have been reduced in price as well. See the April 2025 Improvements thread for more details.
By Slither at Apr 12, 2025, 6:19 PM
|
0
JUSTICE
5,159 posts