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Rotating Drug Pricing and NPC location


TroubledGhost

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Having everything static gets mundane quickly,

 

Having a dynamic pricing system of drugs is what i suggest, in terms of certain drug prices rising in cost at some points and being more cost effective than others for a while whilst others can reduce, and it rotates, Giving each racket some boost particularly the least used ones.

E.g: H Q and M has increased by 10-20% to sell to an NPC whilst W, L and C has reduced 5-15% etc and rotates around. Or can be limited to single drugs, like a dynamic market. 

Having some announcement in rumours or something, or going up to the NPC and interacting with them will let them know like "Hey the market is quite saturated right now, I will be paying 5% less" or "Hey, got any [Drug]?! We're low right now and need some, we hiking the price up to sell by 10%!"

 

Moving NPCs:

Each NPC has a static location, it would be nice to have them move to different locations around their local area, or even around the map; this may make selling slightly harder as youd need a way to find them, but also puts NPCs in locations which may be risky, i.e in enemy turfs etc though this is in the case of moving them around the entire map (i,e W NPC moved to long tunnel parking spot, or C NPC moving behind TH2&3 alley way.

Giving these dynamics can help each racket out and give some spark to the RP, removing the very static nature and spice things up.

 

The timings of drug pricing increase/decrease and NPC locations can change up to the relevant staff members of course to find a good balance, but its a highly suggested feature

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I'm not sure about your idea on the drug pricing, but I've been waiting 5 years for a dynamic economy that changes prices according to supply and demand, even for drug npcs. Sell too much of a single drug -> supply is too high, demand is low -> price falls. On the other hand, if a drug isn't getting enough sales --> supply is low, demand is high --> price rises. UA faction events (those that canadian runs) could also impact the demand levels, idk. Food for thought!

 

I'm sure there are some math/programming nerds on the server (mr john green...) who would sacrifice their time to help come up with such a system!

 

+1 re: rotating npcs for the pure reason of needing to find them every now and then, and needing to adapt supply routes, etc.

Edited by bingus
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It's something dark RP servers do to feign 'immersion' or 'realism' imo. no point in pretending an NPC isn't an NPC.

 

This could be done but the pricing for things impact wise would be pretty minimal, considering that the advantages of having a 'better' racket is access to more money and more valuable product for your faction, but if all drugs have prices that swing too wildly it affects that intentional adv/disadv balance and then there's no reason to want a better racket, you just hold product till your drug swings up to the maximum possible price.

Also rotating location doesn't do much, there's only so many pre-set locations it can rotate to and people would eventually memorize all pre-set locations and checking them to see where your desired buyer is at is more hassle and inconvenience than it is fun or interesting. Jut complicates people's lives and confuses new players.

tl;dr The entire selling process becomes a gamified hassle and waste of time.

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1 hour ago, bingus said:

+/- 1

I'm not sure about your idea on the drug pricing, but I've been waiting 5 years for a dynamic economy that changes prices according to supply and demand, even for drug npcs. Sell too much of a single drug -> supply is too high, demand is low -> price falls. On the other hand, if a drug isn't getting enough sales --> supply is low, demand is high --> price rises. UA faction events (those that canadian runs) could also impact the demand levels, idk. Food for thought!

 

I'm sure there are some math/programming nerds on the server (mr john green...) who would sacrifice their time to help come up with such a system!

 

+1 re: rotating npcs for the pure reason of needing to find them every now and then, and needing to adapt supply routes, etc.

With all due respect… you barely know shit about what happens on the server, especially regarding the criminal side. Stop trying to interfere and ruin how people make money. 
 

P.S. 

 

Everyone thinks the new firing range law is retarded. Who tf is feeding you such ideas??

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38 minutes ago, Canadian-bacon said:

It's something dark RP servers do to feign 'immersion' or 'realism' imo. no point in pretending an NPC isn't an NPC.

 

This could be done but the pricing for things impact wise would be pretty minimal, considering that the advantages of having a 'better' racket is access to more money and more valuable product for your faction, but if all drugs have prices that swing too wildly it affects that intentional adv/disadv balance and then there's no reason to want a better racket, you just hold product till your drug swings up to the maximum possible price.

Also rotating location doesn't do much, there's only so many pre-set locations it can rotate to and people would eventually memorize all pre-set locations and checking them to see where your desired buyer is at is more hassle and inconvenience than it is fun or interesting. Jut complicates people's lives and confuses new players.

tl;dr The entire selling process becomes a gamified hassle and waste of time.

Fr shitty suggestion from a guy who just started doing crim rp

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1 hour ago, Canadian-bacon said:

It's something dark RP servers do to feign 'immersion' or 'realism' imo. no point in pretending an NPC isn't an NPC.

 

This could be done but the pricing for things impact wise would be pretty minimal, considering that the advantages of having a 'better' racket is access to more money and more valuable product for your faction, but if all drugs have prices that swing too wildly it affects that intentional adv/disadv balance and then there's no reason to want a better racket, you just hold product till your drug swings up to the maximum possible price.

Also rotating location doesn't do much, there's only so many pre-set locations it can rotate to and people would eventually memorize all pre-set locations and checking them to see where your desired buyer is at is more hassle and inconvenience than it is fun or interesting. Jut complicates people's lives and confuses new players.

tl;dr The entire selling process becomes a gamified hassle and waste of time.

you are correct, the pricing was an example and shouldn’t under cut anything. The same can be same to the opposite having the better drugs will further boost your income should the price increase. 

 

perhaps my example including 3 drugs to go up and down was OTT but having one occasionally which ‘randomly’ spikes is what i mean - this can further be impacted during escalations etc.

 

related to Moving NPC, in the end no matter what you do it will become the norm and will be memorised, and indeed there are limited spots but even switching within themselves would be nice (spices things up for a while and they dont need to ‘constantly’ change)

 

but yes it does complicate things and is a hassle, especially for the newbies but such variation may be a breath of fresh air related to the regulars until its not

 

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