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Full Version: Input - Money/Inventory Wipe Discussion
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(Dec 31, 2024, 12:54 AM)Montyfatcat Wrote: [ -> ]For a reference for how bad the economy is: I haven't bought a THING other than cars for roleplays. People have everywhich item possible, I just ask a random guy on the street "Yo could you give me X?" and I'll be given 2 or 3, or if it's ammo/food then double digits

Which isn't necessarily a bad thing. I overpaid by 900% on a recent ammo purchase, because the GD had <10 hours. My logic being if I give them more money, they have better opportunities to do more developed roleplay in the future.

I don't think any of us are really here to grind anymore, gone are the days of jumping on at 4pm after school and sitting there until the early hours of the AM. I've spent the better part of 2 months straight obtaining my inventory and wallet, some have spent even longer (looking at you D3ST, Nudel, Judge). That is a LONG time for something just to be reset. For reference a full-time work week is 2080 hours per year - could you imagine working for a full year, just to have everything you've worked on deleted?

This is a roleplay server ultimately, and anything that would take away from the amount of RP (ie forcing people to grind again) is a bad idea. I join the server purely to roleplay, I have 0 interest in farming/grinding, I'm not 16 anymore and I simply don't have the time. I'm sure many of the "old" players feel the same way.
(Jan 2, 2025, 07:54 PM)Taylor Wrote: [ -> ]
(Dec 31, 2024, 12:54 AM)Montyfatcat Wrote: [ -> ]For a reference for how bad the economy is: I haven't bought a THING other than cars for roleplays. People have everywhich item possible, I just ask a random guy on the street "Yo could you give me X?" and I'll be given 2 or 3, or if it's ammo/food then double digits

Which isn't necessarily a bad thing. I overpaid by 900% on a recent ammo purchase, because the GD had <10 hours. My logic being if I give them more money, they have better opportunities to do more developed roleplay in the future.

I don't think any of us are really here to grind anymore, gone are the days of jumping on at 4pm after school and sitting there until the early hours of the AM. I've spent the better part of 2 months straight obtaining my inventory and wallet, some have spent even longer (looking at you D3ST, Nudel, Judge). That is a LONG time for something just to be reset. For reference a full-time work week is 2080 hours per year - could you imagine working for a full year, just to have everything you've worked on deleted?

This is a roleplay server ultimately, and anything that would take away from the amount of RP (ie forcing people to grind again) is a bad idea. I join the server purely to roleplay, I have 0 interest in farming/grinding, I'm not 16 anymore and I simply don't have the time. I'm sure many of the "old" players feel the same way.

Pretty much exactly this.

I don't really see items and stuff as anything more than an enabler of RP - and imo personally grind mechanics like cooking food actually get in the way of RP. In real life I'd cook once or twice in a day - meanwhile in game apparently I've to drop out of whatever I'm doing every hour to go grind cook food to eat it.

We need to focus all of our efforts on increasing RP and reducing the game being like cops and robbers (which it currently has been for the past couple of weeks imo). Making everyone grind for a few months will only increase aggrp, crimrp  (if you can even call sitting in a room growing weed/doing printers all day rp) and cop/robbers gameplay.
I believe that until we have a big gameplay update that changes core gameplay elements and the gameplay loop (similar to what happened with Build 42 for Project Zomboid), we should not force players to start again.

Had we implemented new mechanics (physical storage, money laundering, re-worked contraband, etc.), I could see this becoming a viable idea to get everyone into trying out the new stuff. Until then, I am not for this plan.
i'd argue it'd better to implement a button where if you wanted to reset you can, or indeed "New Game+" type thing where you can set it down to a certain level if you want (either custom for player, or a higher level than a new player)

I'd argue wiping completely would alienate long term players, and tbh seeing people with cool shit is something new players (which we need to focus on attracting) will see as aspirational.

Tbh I think we need to do a thematic review of the walk-ups/play journey and make it so theres lots of smaller goals in between the bigger ones (so spacing out car pricing for example could do this). Perhaps some market research of the new big servers i've seen kicking about might be good to understand what will attract new players, without alienating our core playerbase Smile
nah, I work 40+ hours a week I wouldn't bother playing if I had to sit and grind in the limited time I have just to get a bit of cash. Would rather be able to have fun and enjoy the money I have currently then basically work a second job.
I think there's a lot of contention as to what we're actually trying to solve here.

Just having an inflated economy isn't awful, you want inflationary pressure to lower the barrier to entry for more casual players.
But, what is it we're trying to solve? Just wiping the economy doesn't resolve the issue, just resets the state and allows the same issues to return, since we still have that inflationary pressure. We need deflationary pressure to remove money and assets from the economy, but the only ones we have are fuel, ammo, food and ciggies.

Are we trying to promote player interactions? I'd argue not, a lot of the systems kinda promote just basically AFK-farming, cooking does, contraband and weed do, meth certainly does. Not having to buy things often doesn't add a whole lot ontop of that.

Food for thought.
(Jan 7, 2025, 12:16 PM)Doctor Internet Wrote: [ -> ]Are we trying to promote player interactions? I'd argue not, a lot of the systems kinda promote just basically AFK-farming, cooking does, contraband and weed do, meth certainly does. Not having to buy things often doesn't add a whole lot ontop of that.

I would argue that Meth is the one system that is actually somewhat balanaced. You got room for error that impacts your net gain, its audible enough that cops might raid you for it, requires constant interaction with BMDs if you are bad at it. Also the whole point of trying different recipes to get a better % is the most interactive between all other illegal ways of making money.
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