Quote:
Originally Posted by Supaman771
I like the idea of scaling down, but it wouldn't work by just /10ing everything. You can't have .# of a dollar, and most base items/job payouts are like $2, 3, 5, 6, 11, someone would have to re-balance all the jobs. I'd do it cause it actually sounds like fun, but I'm not a staffer.
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You can have .# of a dollar. You cant have .# of a gelat. All it would take is an interface change to make 105 gelats display as $10.50.
Jobs could stay the way they are. But this doesnt actually fix anything.
Another solution would be to bring back the supply/demand pricing in NPC shops. Not sure why it was ever removed, but it helped the NPC shop keep up with the ammo sales at Gun Point and Ammo Mart back in the day.
How it works, is if nobody buys an item from the NPC shop for a while the price slowly starts falling in the shop. Eventually shop prices should equalise with the real trading value of items and when people buy from the shop instead of a player the money is actually removed from circulation.
So MP5 is 900k in the shop atm, it trades among players for 750k. After nobody buying an MP5 for a few hours in the shop it drops in price by 1%, rinse and repeat. After a while it's <749k in the shop, so somebody buys it from there instead of from a player, and 749k is destroyed, then the price goes back up to 900k and the process starts again.
Ammo was slightly different because it was based on hourly sales I think, if it didnt sell more than a certain number of boxes of ammo in an hour the price dropped by $1 for the next whole hour.