That is a damned good question, perhaps one of the moderators could answer that for us?The only question on my mind is:
Why was this user banned?
That is a damned good question, perhaps one of the moderators could answer that for us?The only question on my mind is:
Why was this user banned?
That is a damned good question, perhaps one of the moderators could answer that for us?
Because not everyone has more money (and most people don't), so that sort of change hurts the poorer players most (and asset-rich players less than cash-rich players)Another measure that hasn't been included in the proposed economy revamp would be actual inflaion as outlined by some replies in this thread which were explaining the difference between economic inflation (prices/costs increase), and the inflation of rewards effectively DEflating prices, so why don't ships and modules become more expensive as money becomes more abundant. Essentially if everyone has more mone, their expectations for remuneration for their time as an employee increases, this is a primary cost that filters into the cost of their employers products/services pricing model, and is echoed by every link in the supply chain.
Before somebody will get a "great" idea of mass-scraping Inara and get skewed data anyway (due users privacy settings):
I was asked for some numbers of Inara commanders credits earlier and there is the output. I think somebody put it here on the forum earlier, too.
Disclaimer: These data are just and only from Inara commanders updating their profiles and may not represent the actual game state at all. The sample size is around 100k commanders, the numbers are covering just the credits achieved (not the overall assets value) till end of August 2019.
I hope this helps.
- ~ 82% commanders are having less than 1 billion in credits
- ~ 18% are having more than 1 billion in credits
- ~ 7% are having more than 2 billions in credits
- ~ 2% are having more than 5 billions
- ~ 0.7% are having more than 10 billions
- ~ 0.2% are having more than 20 billions
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As mentioned earlier, it's not new - however it's not necessarily "fun" either.
Sounds like a recipe for turning the game into a second job - if any real-time related costs were implemented or degradation of ranks - which would have a detrimental effect on those who play the game occasionally.
Yeah that's not how the Borderlands economy even works. The biggest investments in that game are the SDUs, which have static pricing.borderlands economy would work fine in this game.
Cost of items has a floor, once your income gets over a certain amount, the cost of all items for you scales with your income. This retains the balance of relative cost without having to care about absolute cost (and not having glitches/exploits in the rng of income sources create problems).
Simple fix for infinite money economies like this game has. Hurts nobody and is no less realistic than the current economy in terms of in-game lore.
.. I'm not sure but Frontier may already be doing it in their Zoo/Fairground games ...
most probably they crossed a line somewhere.
Yeah that's not how the Borderlands economy even works. The biggest investments in that game are the SDUs, which have static pricing.
They do in Jurassic World, have to refill the feeder every hour, just micro-managing annoying. Read the threads from the other games to see how much fun micro-managing in a game like these are, they just get in the way of the game and actually doing stuff. Some people get genuinely stressed out by the constant upkeep getting in the way.
JWE has the magic of Jurassic Park, but the gameplay of a F2P mobile game. Wait 2min for the expedition team to return, wait 50sec to extract DNA from the fossil, wait 10min for the dinosaur to hatch, wait 5min to research a new modification, your income is X, wait Y minutes to be able to buy Z.
You can't automate stuff like feeders so you have at least something to do while you wait.