#Money Rebalancing aka Economics of SoR

33 messages · Page 1 of 1 (latest)

near dock
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Economics in SoR needs a major rework:

  • Killing people and stealing money, drugs and ammo from their corpses is the main way of making money, it shouldn't
  • Sellomatic is OP and allows you to sell useless items at ridicoulous prices

Instead I propose the following changes:

  • Shops should be included in the general progression, being the best way to acquire certain needed items (just like in real life). For example, make it so that enemies drop ammo instead of weapons so that you have to get money to actually buy weapons. I'm not fully convinced to this example being a good thing, but you get the point.
  • General shops should stop selling bad items like Bacon Cheeseburger or panties. Untrashing the shop pool would make them much more worth checking. Shops should sell the GOOD stuff at relatively high prices. Buying an item in a shop should be a (depenging on the price long term or short term) goal that you feel good about achieving.
  • Main way of acquiring wealth should be either stealing from chests and safes (also in item form which can then be sold) or doing jobs and quests. Players shouldn't get benefits for being a murder hobo (similar to how xp is lowered for killing innocents). Player should get benefits for playing the game and progressing (quests, jobs, stealing (which is a self-assigned retrieve item quest)).

Sellomatic and money drops from people should be extremely nerfed. This means at least these things:

  • lowering prices of rare but not very useful items, like most non-lethal weapons and weak/unrecognised drugs
  • disallowing selling weapons and ammo or making it so that they don't drop from opponents
  • most people shouldn't drop money upon death. Maybe make it so that only Upper Crusters do and a small amount. Everyone uses credit cards nowadays anyway
static scaffold
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Shops are crap indeed - I mainly spoke to bartenders (alcohol is probably one of the best healers in the game, while being ubiquitous at the same time -> unlike first aid kits) or, for more aggressive characters, utilized Shop Drops till' the limit.

I like your ideas in that regard a lot

valid crystal
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a) you're not being forced to minmax profits from enemies by selling every single gun you pick up, save for the ones you modified, so this is a moot point. also removing guns as a drop from enemies would fuck with downtown and uptown starts significantly
b) shops do sell useful things, just on later floors (and the cigarette lighter and heals can be pretty useful, not to mention tier 2-3 melees) which is the progression you wanted
c) that IS the main way of acquiring wealth, the benefits you get from being a murder hobo has to be compared to the risk of being a murder hobo (which scales dramatically as floors increase) which makes it technically harder / less reliable to kill everyone on higher floors, while looting safes and banks is still an option
d) disallowing selling weapons is frankly flat-out ridiculous
db) you're suggesting to disallow selling weapons right after you suggest to lower the price of "non-lethal weapons" despite the fact that that only applies to the tranq gun, taser and (technically) the water gun, all 3 being rare lategame firearms
e) have you seen a single credit card? do you think it's okay for the player to carry around thousands of gold but slum dwellers can't?

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i like the spirit of your suggestion but there is no chance it would ever work like this

static scaffold
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Disallowing selling weapons and ammo... is a bit of a stretch...

The truth is arm trade is profitable, it could always be that instead of Sell-O-Matics you'd have to work your ass off to get a contact willing to buy those

valid crystal
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is this for the sequel?

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i don't understand

static scaffold
valid crystal
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if it's for the sequel then that bit about murderhobo'ing is nonsensical

valid crystal
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look, in an open world scenario like this, it's most likely that most significant NPCs are never going to respawn

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which inherently punishes you for murderhoboing because when you kill everyone, there'll be nobody to interact with and barely anything to do

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besides, you are the one choosing to kill everyone and sell their things

near dock
near dock
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I also wouldn't be sure about NPCs respawning but yeah, we don't know

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And you don't have to kill everyone to get loads of money

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You can just skip all gameplay, kill a few drug dealers, sell 5 drugs and you get about 300 money which is enough to carry you through the first half of the game without any more grind

chilly needle
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But murder is fun!!

iron sentinel
dusky ether
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Killing people and stealing money, drugs and ammo from their corpses is the main way of making money, it shouldn't
you alredy lost me on this

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another user that doesnt get how real life works smh

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Shops should be included in the general progression, being the best way to acquire certain needed items (just like in real life). For example, make it so that enemies drop ammo instead of weapons so that you have to get money to actually buy weapons. I'm not fully convinced to this example being a good thing, but you get the point.
that makes no sense, what happens to the guns they where holding? also that kinda goes agaist the design of sor of NPCs and players being the same

iron sentinel
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^^

near dock
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I'm not fully convinced to this example being a good thing, but you get the point.

digital panther
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I don't want to completely disallow a playstyle, so nerfing murder hobo that much feels too far.
But I do want to encourage a wider array of playstyles, so maybe increase the punishments for mass homicide and violence in general,
Like if you commit enough crimes you become wanted or malodorous

Someone also mentioned a license for selling, or selling some types of items (drugs, weapons), and selling without needs to be done on the black market, which makes it harder/less profitable

dusky ether
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i dunno a better solution would just to make going postal harder

static scaffold
abstract valve
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The only thing I mildly agree with is that it's a bit too easy to sell stolen stuff, but skyrim style fencing SUCKS so idk how to really make that feel good

dusky ether
abstract valve
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There's a reputation system so it wouldn't surprise me if the negative effects of mass murder are just being attacked by everyone

near dock
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I think that what we need is making NPCs actively target the player at one point, so that running away is much harder

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Currently NPCs are very passive: you enter the town, kill some people, cops will look for you for five seconds and go away