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Project New Weapons(Hephaestus) - Printable Version

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RE: Project Hephaestus - Jono - 04-22-2015

I assume you can pick up mods of those you've killed?


RE: Project Hephaestus - Nevy - 04-22-2015

(04-22-2015, 10:09 PM)Jono Wrote: I assume you can pick up mods of those you've killed?

No


RE: Project Hephaestus - Jono - 04-22-2015

So mods are, in essence, a money sink then.

Not bad, surprisingly, I actually am happy about that.


RE: Project Hephaestus - Nevy - 04-22-2015

(04-22-2015, 09:50 PM)Baskingner Wrote: I can see why there wasnt a full 100% refund, but dont use "the economy" as a reason.
In order for an economy to work there must be a limited amount of supply against an higher amount of demand, or the other way around. How FL currently works (everything is supplied without limits) it is impossible to have an economy at all. The money ejected by 100% refunding the weapons doesnt affect other players at all since there is no such thing as inflation or "increased power to buy" im afraid.
I like Floods suggestion a lot more to be honest.



Quote:In market economies, economic decisions are made by individuals. The unfettered interaction of individuals and companies in the marketplace determines how resources are allocated and goods are distributed. Individuals choose how to invest their personal resources—what training to pursue, what jobs to take, what goods or services to produce. And individuals decide what to consume.


You do not need a limited supply and a high demand for an economy to be present. We are a market economy, where our players choose what to produce/sell and individuals choose what to purchase. Our economy has $3,266,357,554  distributed amongst the players. I can list numerous ways that people earn their living:

  • Fishing (Varied Prices)
  • Growing Weed
  • Buying/Selling Used Cars
  • Gambling/Running Casinos
  • Producing Goods (Crafting Ammo, Crafting Molotovs)
  • Selling Items Wholesale
  • Taxi/Bus Service
  • Ticketing People
  • Selling Property (Duplications, In-Game Properties)
  • Criminal Methods (Contraband, Extortion, Ransom, Mugging)
  • RP Methods (RP Stores, Job Stores [Doctor/Gundealer/Chef/BMD]
  • Mechanic Shops 
  • Clan RP (Security, Transportation, Etcetera)
Obviously there isn't a set resource limit, as much as I'd like one, though there is other variables to be taken into account such as Inventory Limits and Item Cooldowns. Someone who doesn't invest in pockets is not going to be able to do certain things, such as stocking up on items to sell or catching a large number of fish. The only thing that matters in this game is money, and the issue with this is that money is hard to earn yet is rapidly being introduced in large amounts through the donation system. Because of the ability to donate for in-game currency, there is always going to be 'inflation' in our economy. Here is the definition of Inflation;

Quote:Economics. a persistent, substantial rise in the general level of prices related to an increase in the volume of money and resulting in the loss of value of currency (opposed to deflation ).

This is certainly something present, and we are finding ourselves being pushed to add more items at higher prices and more cash-sinks because people tend to earn more than they lose and there is very little to spend money on. Drastic changes need to occur in order to create an actual player market and add things to spend money, rather than seeing people boast that they purchased every car in the game.


RE: Project Hephaestus - Enzyme - 04-22-2015

(04-22-2015, 09:39 PM)Floodify Wrote: why not replace the old weapons with new weapons in terms of what the new weapons are worth?

Because this would also create drama. 

Players who had paid for a certain kind of gun would have their weapon changed into a weapon that they never paid for. An example can be the old Galil and the new M14 EBR. Both have the same price, but they are very different.


RE: Project Hephaestus - Baskingner - 04-22-2015

(04-22-2015, 11:15 PM)Nevy Wrote:
(04-22-2015, 09:50 PM)Baskingner Wrote: I can see why there wasnt a full 100% refund, but dont use "the economy" as a reason.
In order for an economy to work there must be a limited amount of supply against an higher amount of demand, or the other way around. How FL currently works (everything is supplied without limits) it is impossible to have an economy at all. The money ejected by 100% refunding the weapons doesnt affect other players at all since there is no such thing as inflation or "increased power to buy" im afraid.
I like Floods suggestion a lot more to be honest.



Quote:In market economies, economic decisions are made by individuals. The unfettered interaction of individuals and companies in the marketplace determines how resources are allocated and goods are distributed. Individuals choose how to invest their personal resources—what training to pursue, what jobs to take, what goods or services to produce. And individuals decide what to consume.


You do not need a limited supply and a high demand for an economy to be present. We are a market economy, where our players choose what to produce/sell and individuals choose what to purchase. Our economy has $3,266,357,554  distributed amongst the players. I can list numerous ways that people earn their living:


  • Fishing (Varied Prices)
  • Growing Weed
  • Buying/Selling Used Cars
  • Gambling/Running Casinos
  • Producing Goods (Crafting Ammo, Crafting Molotovs)
  • Selling Items Wholesale
  • Taxi/Bus Service
  • Ticketing People
  • Selling Property (Duplications, In-Game Properties)
  • Criminal Methods (Contraband, Extortion, Ransom, Mugging)
  • RP Methods (RP Stores, Job Stores [Doctor/Gundealer/Chef/BMD]
  • Mechanic Shops 
  • Clan RP (Security, Transportation, Etcetera)
Obviously there isn't a set resource limit, as much as I'd like one, though there is other variables to be taken into account such as Inventory Limits and Item Cooldowns. Someone who doesn't invest in pockets is not going to be able to do certain things, such as stocking up on items to sell or catching a large number of fish. The only thing that matters in this game is money, and the issue with this is that money is hard to earn yet is rapidly being introduced in large amounts through the donation system. Because of the ability to donate for in-game currency, there is always going to be 'inflation' in our economy. Here is the definition of Inflation;


Quote:Economics. a persistent, substantial rise in the general level of prices related to an increase in the volume of money and resulting in the loss of value of currency (opposed to deflation ).

This is certainly something present, and we are finding ourselves being pushed to add more items at higher prices and more cash-sinks because people tend to earn more than they lose and there is very little to spend money on. Drastic changes need to occur in order to create an actual player market and add things to spend money, rather than seeing people boast that they purchased every car in the game.

No, the fact that there is a large amount of money around doesnt mean there is a working economy. The only reason an "open market economy" works is because of 2 reasons:

1. Limited supply and demand, yes you do need a limitation on that and cooldowns/player inventories do not count as a limit in my opinion since they are both easily "bypassable". If there wouldnt be a limited supply/demand on products then prices would skyrocket (with unlimited demand) or plummet all the way down (with unlimited supply). The reason why this doesnt happen is because we have some sort of monopoly here (the store/market). Players cant compete against the market since it is the only producer and accesable for everyone. Cooldowns dont count as limit because the difference between producing unlimited chinese or around 6000 a day (with the cooldown) isnt changing much. The playerinventory is indeed a limit, but since a lot of people have big pockets this is too insignificant to make a difference. 

2. Multiple suppliers. I mentioned it earlier and i will explain it a bit:
Due to the fact that the market is the only distributer of most goods most players cant make a profit out of making a shop themselves. If i for example wanted to sell weapons i have to buy these things from the market. Since i want to make a small profit ill have to sell them above market price. This isnt so much a problem IG since we have the "powergame" rule in place but here on the forums you wont find anything above marketprice since there is simply no reason to buy those offers, i can buy it cheaper from our main supplier, the market.

This prevents players from choosing where to spend money and thus for an economy to exist.
There also cant be any inflation. Let me get the correct inflation term for you:
Quote:The rate at which the general level of prices for goods and services is rising, and, subsequently, purchasing power is falling

Read more: http://www.investopedia.com/terms/i/inflation.asp#ixzz3Y5HoRYa2 

This isnt happening currently. The market isnt an economist who tries to make as much profit as possible so the prices arent ricing. Purchasing power isnt falling either, hell its even increasing. With increased purchasing power people would spend more and the extra money influx should be gone soon.

I see where you are coming from Nevy, and i would like to agree with you but there simply isnt an economy. I am not too sure how it is possible to get one, since there are so many variables here but it would be very, very interesting if it could be made.


RE: Project Hephaestus - RK-Fin - 04-23-2015

I would like to say that I love you Faustie and his helpers for the great job you have done to me and others! <3

Ps. I luv <3 da revolver


RE: Project Hephaestus - livkx - 04-23-2015

The 90k snipers are fucking insane.
Used a 20x scope to snipe bottles and petrol cans from the president's (Toxin) head in various locations.
Super pleased with this update!


RE: Project Hephaestus - Chumps - 04-23-2015

Do i get a refund on my weapons?


RE: Project Hephaestus - GeorgeTheBoy - 04-23-2015

(04-23-2015, 08:32 AM)Grape Wrote: Do i get a refund on my weapons?

Yes, you were refunded $10,045.