04-08-2025, 06:20 PM
(This post was last modified: 2 hours ago by Pollux. Edited 1 time in total.)
(03-29-2025, 01:01 PM)Haarek Wrote:(03-29-2025, 04:59 AM)Ludo Wrote:(03-19-2025, 01:27 PM)Haarek Wrote: Why are you so hung up on casinos? It pains me that you are, because it was really not the point of my outburst in the first place. I would rather you focus your attention on trying to understand how additional money systems like farming ruined the economy than keep going on about casinos - I wish I didn't even mention it at this point - Jesus.
however removing moneypacks will be the largest aid to this problem preventing pay-to-win flooding the market with cash.
Totally agree with everything except this. Mainly because money packs worked "fine". it wasn't up until the addition of the mining system and farming that everything completely derailed. However I understand how you might feel otherwise as I remember you spent a considerable amount of money on moneypacks - I do not think however this is the mean of the average player.
Here's my outlook in terms of the economy - I wrote this in 2022:
https://fearlessrp.net/showthread.php?ti...#pid880397
We removed moneypacks back when we did the economy rescale and don't want to bring them back for both gameplay and ethical reasons.
I don't see the economy being as big of an issue for relaunch, assuming we get all of our intended changes done. The biggest problem was definitely the lack of moneysinks and this is resolved in many forms, for example with vehicle maintenance, organisation and business upkeep, various fees, item durability and much more. Other features such as skills and reputation also help by making money less important, since it is no longer as simple as just buying the best items from the magical F1 market.
I also don't really understand the negative view on things such as farming, mining or any other forms of making money outside of contraband. It feels counterproductive to completely remove gameplay loops when it's clear that players really do enjoy having more options, and we plan on adding many more alongside changing existing loops to be a bit more interactive and fun rather than just an annoying grind. Every gameplay loop should also feel rewarding and "worth" doing on its own, with personal preference being the primary reason for what anyone chooses to actually do on the server over feeling forced to do something since it makes the most money. There will always be players who min-max, but that isn't an issue with regular expenses and as long as items are less of a linear scale from "bad" to "good". A good example of this is vehicles, they simply went from "bad car" to "best car" on legacy FL. You had no reason to use anything apart from the very best, which won't be the case anymore, as they'll all have their own pros and cons. Outside of starter vehicles, they should all have their own use case and never be completely obsolete, with none being the "best" for everything.
This thread is about Events though, and the economy really does not matter at all for that. Events is focused just on roleplay, since no progression (from events) will carry over anyway.
Pollux
Fearless Management
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