i. Readjust or introduce some sort of method that will create any type of equal footing for PKing, regarding guns. (accessibility)
ii. Utilize gang points so that they can be exchangeable for something. Perhaps even bring back gang guns. Make gangs and players interested in one another. (incentive)
iv. Stimulate the economy.
My main focus in this post is to provide resolve (which are relative to each other) concerning guns, the economy, and gangs; hopefully in result, welcoming new players while keeping old players happy.
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i. and iv
I would first like to point out that while auctioning rare guns did successfully sink money from the economy, it did not make these guns any more
available. As of now, there's only an (exclusive) abundance of these guns controlled by perhaps 20% of the population. These guns are only traded within that specific 20%, while the other 80% are suffering from the dry economy.
If somebody owns an Mp5, why trade it? The only reason I can think of is if it's for something equally powerful and exclusive. What I'm pointing out is that while the very select few are trading within their own economic circle, the vast majority are both underpowered and trying to
access the
inaccessible.
This leads me to the question, "Why and how are these guns inaccessible?"
My answer is simple;
- There is no way to make legitimate money that would be rational concerning the amount of time invested.
- Prices are controlled directly by the players.
Sea shell digging makes $700 an hour.
Mining varies, but the casual player will make about $1500 an hour.
Picking flowers will make about $2000 an hour.
Car missions, $2300 an hour.
In the current state of game, do you think players will want to work
over 10 hours for a Mp40? (while it's inadequate in comparison to what the other 20% have?)
Furthermore, do you think these same players are willing to work
400 hours for a rare/powerful gun? (assuming they're making a consistent $2000/hour for a gun that costs $800,000)
This alone turns many potential players away from era. What needs to be available is not accessible through a rational time frame.
Lastly, like I said before; prices are controlled by the players. It doesn't matter if the economy is deflated or inflated at this point.
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i. and iv. suggestion:
I like the idea of exclusive guns. I don't like how these guns overpower every other gun on era; and how the availability of guns that suck in comparison, are still very hard to obtain.
I won't propose a nerf to these guns, but instead an addition to what is (and what
can be) available to those that cannot access the inaccessible; in hope of narrowing the gap to some extent (and to create additional content and opportunity that hopefully, players will agree on).
1.) Expand on the pawnshop extensively
Add a large variety of already non-exclusive guns. Since gun price (as dem stated) follows a trend of freeze/firerate, create an equation like:
Base every 20 damage gun off of Ak47.
Gun Stats for 'Ak47':
Rate of Fire: 0.25
Freeze: 0.15
Reload: 0.25
Spread: 0 (0°)
For every 0.01 decrease in Rate of Fire; increase $15000
For every 0.01 decrease in Freeze; increase $15000
For every 0.01 decrease in Reload; increase or $1000
With this formula, some example gun prices would be:
Daewoo - $15,000
Mp40 - $30,000
M4 - $30,000
M1 Carbine - $32,000
Sg552 - $35,000
Fn2k - $45,000
Sten - $45,000
PPSH41 - $60,000
Metal Storm - $75,000
SMGPK - $92,000
While making these guns more available to players, you could also reintroduce (and adjust the stats of) some guns that currently don't have a use as a means to narrow the gap (introducing a middle-tier between the available and inaccessible). For example:
FN Mark 46: 25 damage, 0.12 freeze, 0.29 rate of fire. - $150,000
Mp44: 25 damage, 0.11 freeze, 0.32 rate of fire. - $150,000
Para-Tactical: 20 damage, 0.09 freeze, 0.23 rate of fire. - $150,000
HK416: 20 damage, 0.08 freeze, 0.26 rate of fire. - $150,000
If available guns become more
accessible and this
middle ground is introduced, I see no problem in keeping the exclusive exclusive.
Other guns that are 15 damage or aren't equatable by a formula (or unreasonable) should be released, but their prices set as staff sees fit. In fact, some guns such as UMP/Angels/G36k
could be buffed to better fit a formula. (UMP due to its rarity, Angels/G36k due to them being almost identical to an Ak47.)
2.) Increase the amount of money generated by NPC jobs
It's extremely evident that these do not pay enough. Many new players will try these jobs and soon after; quit because the hope of accumulating enough money to purchase anything worthwhile is far too time consuming. With the introduction of an extended pawnshop offering many toys for players old and new alike to experience; the amount of money earned by tasks such as flower picking, digging, mining, and car missions should be increased greatly. 10 hours to make $20,000 is far too tedious for anybody to enjoy, especially those who are new. This is a game, a game with a dwindling player count, and a game that many new players abandon soon after starting. There should be no slaving for money.
If the pay rate of every NPC job were to be increased by 5x, not only would raid supplies be affordable, but players would realize the pay is worth the time invested (because of a set price on available guns, negating inflation).
At 5x, 3 hours of continuous work would earn a player an Sg552 or Mp40. Which is in my opinion, way more reasonable than 10 hours.
This would obviously cause inflation if players start working, but inflation would only affect the 'exclusive' guns, raising their price. This won't be much of an issue if the available is (more easily) available, and the middle ground is introduced to narrow the gap of performance.
ii.
Quote:
Originally Posted by Sliekz
Gangs are a social group with an emphasis on being a squad or team.
They're players who share a common, like-minded goal; who will usually work together to accomplish said goal.
The problem here is that gangs lack a goal; if only to kill opposing gangs for no reason. Though this might be fun for a bit; it's sequentially a waste of money, waste of time, and unrewarding. Especially if one gang boasts the larger, more active, more well equipped team.
Since gangs have no concrete goal, I would assume that gangs have no concrete purpose. With no purpose, there's consequently no incentive to join.
In short, gangs have no value.
In result; extremely inactive gangs, little raiding, less to do
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ii. suggestion
With all these new toys, you'd also want active gangs right?
The problem here is also clear; gangs have zero reward or purpose. Gang members and non gang members share no difference other than a tag and a chance to win KOTH for 5 ec.
Gang points are the first thing come to mind. I propose that gang points be exchangeable for some kind of reward, either spendable by the leader and/or each individual.
(*Note, for this to work gang points would have to reset at the beginning of each month, and would only be 'spendable' on the last day of each month. Also to give greater incentive, perhaps calculate points by +2 for each kill, -1 for each death. That way we'll see less of one gang leading by 400-600 points while other gangs sit at 0.)
This could be (but not limited to):
1.) Stat boosters
For the reward of a gangs hard work, members would be able to exchange their points for 'drinks' that temporarily boost stats (like caps).
BH would have a damage increasing drink. (i.e. +3 damage)
BB would have a damage reducing drink. (i.e. -3 damage)
LC would have an advanced speed increasing drink. (i.e. 1.18)
These drinks would not be usable in a spar/events/etc, and effects would be canceled upon entering a spar/event/etc area if used prior.
They could also be sellable to non-gang members, turning gangs into a type of player owned business.
2.) Guns
Self-explanatory, but perhaps points could be exchangeable by the leader to acquire temporary gang-guns for himself and his (select) members (via some sort of GUI). These guns could be separate from the economy and would disappear upon dropping them or at the end of each month if not 'renewed'.
If both ideas are valid; perhaps the separation of individual and total points would be acceptable. Guns could be purchasable by the leader, and drinks by each individual member without any conflicting event.
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Aside from points, I've also had the idea of a neutral base that readily activates (for raids) every 3-4 hours.
The gang controlling the base at the end of an hour gets a reward; opposed to koth which is based on time held. This gives players the motive to not give up if they're 'losing' and will hopefully keep them fighting until the very last second. The reward could range from gang points, to event coins, or even cash (a means to make money in a gang would be nice).
To stop the base from activating, perhaps there could be a script that checks how many members of each gang are on (they don't have to be on tag). If there's more than x members of at least two gangs on, it'll automatically activate, if not, it'll skip a session until there is.