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Other Forums => Server Dumps => Scrapyard => Fallout Dump => Topic started by: Khorn on 03-06-2011

Poll
Question: Should Professions be merged? Drink & Medic. Gun & Amor.
Option 1: Yes votes: 5
Option 2: No votes: 1
Option 3: Merge all the shit into one pile votes: 4
Title: Things to help Traders in FoRP
Post by: Khorn on 03-06-2011
RE-VOTE

I've been running the Traders with Rebel since they were open, but problems still persist that makes people have no interest in selling anything but guns.

Gun Dealers have enough items that they don't need anything to improve their interactions in business. Some guns might need tweaks though.

Armorers though, tell me they have issues since no one has a need or can buy a suit of armor. What we need is more variants of what we currently have. We could have different colored suits, clean and dirty which could provide their own form of stat boost(or keep them all the same). It also be nice to have other Pre-War clothing, dresses for the women, if they want, and more business and relax were for people. If we have a diversity of low costing clothing, people would be more likely to buy clothing, and thus cause more people to look slightly different. Only issue are the head models, which won't change unless Silver can figure something out.

We also need some other forms of armor since we only have Raider or Combat armor. We have Metal Armor, but it still costs a shit ton. We need more armors that could fit the Fallout world.


As for Food and Drink seller, Rebel and I both had an idea to mix those "Faction/ Business upgrades" as something that the Food and Drink Seller could sell. Of course it would not be called a Food and Drink, but like a General Store Trader.
He would sell containers, workbenches, broken console, music boxes, and generator. They also would have been the only Trader with access to the basic T menu items currently listed under T menu.
Other traders would only be limited to selling what they have, and no longer General items.

And Medics would have something similar to General Traders, they would sell all the Meds, and the medbot. And if possible, medical armor. Problem is that their is still limited items.




If you wish to help, look below this text!

Help me and FoRP by either finding models and items for Silver to add so Traders can sell them.
Help by making models and items yourself.
Help by editing the skins of the current suit and combat armors to help diversify them.

Help look for people that can help too.
Title: Re: Things to help Traders in FoRP
Post by: jaik on 03-06-2011
4 professions is an excess.
Weapon and armor trader professions have to be merged, same with food and drugs.
You won't make players buy unnecessary armor if you add more content. Armor is generally not needed unless you're planning on making a PBG or unless you want to be a mercenary.

By the way; no, there won't be any traders which have the ability to sell objects such as the diesel generator (its existence here makes little sense, too), because these entities are be handed out to major factions without any cost. PBGs do not require these entities since they can just walk to the closest available workbench and so on. Music transmitters should be spawned out of kindness and the wish to entertain players from administration's side.
Title: Re: Things to help Traders in FoRP
Post by: Spades_Neil on 03-06-2011
Quote from: Jake on 03-06-2011
4 professions is an excess.
Weapon and armor trader professions have to be merged, same with food and drugs.

YES. PLEASE. BECAUSE EVERYONE ASKS ME FOR ARMOR I'M NOT ALLOWED TO SELL.

Then I send them to Jakob who's quitting being a trader (from what he tells me) and isn't online when I am anyway.
Title: Re: Things to help Traders in FoRP
Post by: Khorn on 03-06-2011
Put up a poll to ask about merges.

Personally, I don't want it, but I won't let my opinion effect the vote.

I mean, Kira already gets most of the server's business, but alas, I believe traders should focus on helping players not themselves.



I suppose Armor and Guns can merge, but the other two professions should be for people wanting to Roleplay a doctor or food distributor.
Title: Re: Things to help Traders in FoRP
Post by: Spades_Neil on 03-06-2011
Quote from: Khorn on 03-06-2011
Put up a poll to ask about merges.

Personally, I don't want it, but I won't let my opinion effect the vote.

I mean, Kira already gets most of the server's business, but alas, I believe traders should focus on helping players not themselves.



I suppose Armor and Guns can merge, but the other two professions should be for people wanting to Roleplay a doctor or food distributor.

It's why my prices are as low as I can put them while still obtaining profit. If armor were under my control as well, they'd be A LOT cheaper than they are currently sold for (unless the t-menu also has them that expensive). I think the only reason I even get so much business is because I'm good at marketing though. Plus, if any of you have noticed, I try to be honest with my customers. I pride myself on that integrity. People know they won't get screwed over dealing with me. Other arms dealers need to build up a similar reputation.

The other arms dealers are there too, and yet people still come to me for several reasons, some of which I know, some of which I don't understand. Other traders need to scale up their publicity when I'm not around. The /advert command does wonders my friends! :P

... Plus, there aren't many other independent arms dealers. Garret was one, but he made the mistake of joining a faction where as Kira is an independent arms dealer. The only other I know of is the ECR Quartermaster, and the fact of the matter is people would sooner buy off a trusted independent arms dealer than elsewhere. Then there's one other guy who's name I keep forgetting.

I know Poopship McGee is starting an arms dealing company if we do the lore change. To be honest, he's the only real "competition" I'm going to have to deal with. :P Though he constantly tells me he wants to have prices higher. I keep telling him no because that would suck too many caps out of the economy and into his pocket. Plus, I'm not raising my prices, so I'd just "steal" all his business anyway.

Like I say to everyone, my prices are set the way they are for a reason--and it's not just so I can make a few caps. It's so people can ACTUALLY AFFORD my goods. Hunting rifles for example... Currently 300 caps. Ammo is 150. People start the game with 400 caps. Another 50 caps and they earn their first rifle. Alternatively, they can upgrade to a 10mm right off the bat and buy some ammo for it. 9mm is one of those guns you buy when you just started the game, you fucked up and died, and now you're trying to pick yourself up. Make sense? As we go further up in weapons though, prices get more and more shotty because obviously shit's more expensive, but you don't want a noob running around with a SPAS-12 for example.



But hey, if you guys want, I could turn around and start a formal tutorial on how to be a successful arms dealer.

On another note, I need to get online more and do more of those assassination missions. Maybe offer up more caps as reward seeing as they -need- to be no gear return in order to fairly distribute the rewards I want.
Title: Re: Things to help Traders in FoRP
Post by: Khorn on 03-06-2011
Damn you Spades, always writing more than needed.

The moment Jake or Silver announces the wipe or server change is the moment I will check the votes to make a decision.

And as I said, I don't care what you set for prices, as long as all Traders stick to the rules. ALL the rules. No base pricing, or rivalry.

If I come back one of these days and I see any of you breaking rules, there will be hell to pay. No second chances.

Just a friendly warning to all the Traders and future traders. :)



As a side note, the "I don't care" option is just a worthless vote, so it won't count towards anything or against.
Title: Re: Things to help Traders in FoRP
Post by: Spades_Neil on 03-06-2011
Quote from: Khorn on 03-06-2011
If I come back one of these days and I see any of you breaking rules, there will be hell to pay. No second chances.

XD I follow these rules. In fact I made the Arms Dealer Union to help combat the potential for silly rivalries. It's been mostly successful.

On another note, I can probably reskin armor if I figure out how to access the files for them to do said reskinning jobs. I've done model skinning for my flight sim before, I bet I can do it here too.
Title: Re: Things to help Traders in FoRP
Post by: Khorn on 04-06-2011
It is quite easy, the hardest part would be getting Silver to put them in.
Title: Re: Things to help Traders in FoRP
Post by: Poopship on 04-06-2011
Quote from: Khorn on 04-06-2011
It is quite easy, the hardest part would be getting Silver to put them in.

I lol'd then cried how true it was.

BTW Spades, I wanted the weapons to be more expensive because I plan on giving out a lot more missions and hiring a lot more people, you need to increase prices when you have to pay out more.

EDIT: I put a definite no, but I meant to put a yes because I just it's the wasteland, traders are going to be constantly buying and selling armor and weapons.
Title: Re: Things to help Traders in FoRP
Post by: jaik on 04-06-2011
I want the people who voted no to actually post here.
Title: Re: Things to help Traders in FoRP
Post by: Recreas on 04-06-2011
I don't really mind,

But you also might want to introduce a trader limit, 1 or 2 traders for the 3/4 most general time zones (European,East American, West American, Asian/Australian).

Because how many times you tell people it's to support not for your own fun, people still assume it's like in an actual situation where they can make competition, make allies and enemies in the business world. Which is what you don't want. You just want a few people to kinda serve like NPC's and manage to provide passive.
Title: Re: Things to help Traders in FoRP
Post by: mxh24 on 04-06-2011
I don't know if I can post this here but I want to help, Here are some gun models that we could use, I am not sure if silver can turn into weapons but... I'll just post them anyways lol.

http://www.garrysmod.org/downloads/?a=view&id=117601 (http://www.garrysmod.org/downloads/?a=view&id=117601)
I don't know about the alien stuff but whatever..
http://www.garrysmod.org/downloads/?a=view&id=76585 (http://www.garrysmod.org/downloads/?a=view&id=76585her)
Other weapon
http://www.garrysmod.org/downloads/?a=view&id=117602 (http://www.garrysmod.org/downloads/?a=view&id=117602)
Some models maybe...
http://www.garrysmod.org/downloads/?a=view&id=89904 (http://www.garrysmod.org/downloads/?a=view&id=89904) (Lol)

This one is pretty big... That would be awesome if some of these where in-game.
http://www.facepunch.com/threads/699039-Fallout-3-Weapons (http://www.facepunch.com/threads/699039-Fallout-3-Weapons)

Soon to find more.
Title: Re: Things to help Traders in FoRP
Post by: Spades_Neil on 04-06-2011
Quote from: Recreas on 04-06-2011
I don't really mind,

But you also might want to introduce a trader limit, 1 or 2 traders for the 3/4 most general time zones (European,East American, West American, Asian/Australian).

Because how many times you tell people it's to support not for your own fun, people still assume it's like in an actual situation where they can make competition, make allies and enemies in the business world. Which is what you don't want. You just want a few people to kinda serve like NPC's and manage to provide passive.

Really, when I sell weapons, I usually think more about, "Will this defend the player against overpowered NPCs?" than I do, "Will this defend the player from other players?" It's why I used to hate selling the flamethrower, because the flamethrower was harmless to NPCs due to a glitch. Then that item got blacklisted, so I don't have to worry about that anymore.

I know folks like Paint like to debate, "You don't need guns to roleplay." This is true. However, this isn't just roleplaying. It's also a game. While I know some of us don't like it, Silver built this as an RPG focused more on the RP aspect of it rather than the Game aspect of it--but the game aspect is still there. Besides, the need for a weapon to survive adds to the realism of the wasteland I believe. Every now and then admins like to throw NPCs at us in swarms to try to kill us. :D But it's up to us to survive.
Title: Re: Things to help Traders in FoRP
Post by: jaik on 04-06-2011
Quote from: mxh24 on 04-06-2011
I don't know if I can post this here but I want to help, Here are some gun models that we could use, I am not sure if silver can turn into weapons but... I'll just post them anyways lol.

http://www.garrysmod.org/downloads/?a=view&id=117601 (http://www.garrysmod.org/downloads/?a=view&id=117601)
I don't know about the alien stuff but whatever..
http://www.garrysmod.org/downloads/?a=view&id=76585 (http://www.garrysmod.org/downloads/?a=view&id=76585her)
Other weapon
http://www.garrysmod.org/downloads/?a=view&id=117602 (http://www.garrysmod.org/downloads/?a=view&id=117602)
Some models maybe...
http://www.garrysmod.org/downloads/?a=view&id=89904 (http://www.garrysmod.org/downloads/?a=view&id=89904) (Lol)

This one is pretty big... That would be awesome if some of these where in-game.
http://www.facepunch.com/threads/699039-Fallout-3-Weapons (http://www.facepunch.com/threads/699039-Fallout-3-Weapons)

Soon to find more.


All of these serve little to no point at all because they're simply props.
Title: Re: Things to help Traders in FoRP
Post by: mxh24 on 04-06-2011
Quote from: Jake on 04-06-2011
Quote from: mxh24 on 04-06-2011
I don't know if I can post this here but I want to help, Here are some gun models that we could use, I am not sure if silver can turn into weapons but... I'll just post them anyways lol.

http://www.garrysmod.org/downloads/?a=view&id=117601 (http://www.garrysmod.org/downloads/?a=view&id=117601)
I don't know about the alien stuff but whatever..
http://www.garrysmod.org/downloads/?a=view&id=76585 (http://www.garrysmod.org/downloads/?a=view&id=76585her)
Other weapon
http://www.garrysmod.org/downloads/?a=view&id=117602 (http://www.garrysmod.org/downloads/?a=view&id=117602)
Some models maybe...
http://www.garrysmod.org/downloads/?a=view&id=89904 (http://www.garrysmod.org/downloads/?a=view&id=89904) (Lol)

This one is pretty big... That would be awesome if some of these where in-game.
http://www.facepunch.com/threads/699039-Fallout-3-Weapons (http://www.facepunch.com/threads/699039-Fallout-3-Weapons)

Soon to find more.


All of these serve little to no point at all because they're simply props.

Kinda thought that.... Oh well.
Title: Re: Things to help Traders in FoRP
Post by: meetdadoom on 04-06-2011
Quote from: Spades_Neil on 04-06-2011
Quote from: Recreas on 04-06-2011
I don't really mind,

But you also might want to introduce a trader limit, 1 or 2 traders for the 3/4 most general time zones (European,East American, West American, Asian/Australian).

Because how many times you tell people it's to support not for your own fun, people still assume it's like in an actual situation where they can make competition, make allies and enemies in the business world. Which is what you don't want. You just want a few people to kinda serve like NPC's and manage to provide passive.

Really, when I sell weapons, I usually think more about, "Will this defend the player against overpowered NPCs?" than I do, "Will this defend the player from other players?" It's why I used to hate selling the flamethrower, because the flamethrower was harmless to NPCs due to a glitch. Then that item got blacklisted, so I don't have to worry about that anymore.

I know folks like Paint like to debate, "You don't need guns to roleplay." This is true. However, this isn't just roleplaying. It's also a game. While I know some of us don't like it, Silver built this as an RPG focused more on the RP aspect of it rather than the Game aspect of it--but the game aspect is still there. Besides, the need for a weapon to survive adds to the realism of the wasteland I believe. Every now and then admins like to throw NPCs at us in swarms to try to kill us. :D But it's up to us to survive.

Why do you care that it does shit to Npcs. If when you buy a gun you worry that it isn't going to do shit against an NPC then why are you wasting your time playing Fallout roleplay. Blake and I had a wonderful rp event and we both had flamers and we were raiders raiding Steven :D's town pavilion. Everything went great. The people where Happy facing.

Title: Re: Things to help Traders in FoRP
Post by: Poopship on 04-06-2011
Quote from: mxh24 on 04-06-2011
Quote from: Jake on 04-06-2011
Quote from: mxh24 on 04-06-2011
I don't know if I can post this here but I want to help, Here are some gun models that we could use, I am not sure if silver can turn into weapons but... I'll just post them anyways lol.

http://www.garrysmod.org/downloads/?a=view&id=117601 (http://www.garrysmod.org/downloads/?a=view&id=117601)
I don't know about the alien stuff but whatever..
http://www.garrysmod.org/downloads/?a=view&id=76585 (http://www.garrysmod.org/downloads/?a=view&id=76585her)
Other weapon
http://www.garrysmod.org/downloads/?a=view&id=117602 (http://www.garrysmod.org/downloads/?a=view&id=117602)
Some models maybe...
http://www.garrysmod.org/downloads/?a=view&id=89904 (http://www.garrysmod.org/downloads/?a=view&id=89904) (Lol)

This one is pretty big... That would be awesome if some of these where in-game.
http://www.facepunch.com/threads/699039-Fallout-3-Weapons (http://www.facepunch.com/threads/699039-Fallout-3-Weapons)

Soon to find more.


All of these serve little to no point at all because they're simply props.

Kinda thought that.... Oh well.

Why did you post it then, meat? Plus Exile is not going to waste time on that when it takes him a week to add a god damn map. And the FRP server is dying anyways, no one is donating.
Title: Re: Things to help Traders in FoRP
Post by: Agera on 04-06-2011
Just throwing an idea here.

If a trader chooses only weapons, he should have the greatest/powerful/etc weapons that a trader that works in both, weapons and armor shouldn't have. Same occurs to the trader that only works with armor, he has the better/strongest armor, than as said before a trader that works in both, weapons and armor shouldn't have.

Same applies to food and drugs.
Title: Re: Things to help Traders in FoRP
Post by: jaik on 04-06-2011
Quote from: Agera on 04-06-2011
Just throwing an idea here.

If a trader chooses only weapons, he should have the greatest/powerful/etc weapons that a trader that works in both, weapons and armor shouldn't have. Same occurs to the trader that only works with armor, he has the better/strongest armor, than as said before a trader that works in both, weapons and armor shouldn't have.

Same applies to food and drugs.


It's pretty much the way you described. It doesn't work well.
Title: Re: Things to help Traders in FoRP
Post by: Khorn on 04-06-2011
Doesn't work, since we don't have enough things to separate in to tiers, and since Armor in FoRP is sort of worthless to buy.

Either its all too pricey, or everyone wears suits.
Title: Re: Things to help Traders in FoRP
Post by: Paintcheck on 04-06-2011
Tiers are FUCKING STUPID. Limits placed on traders are fucking stupid. Right now in SRP and FORP being a trader sucks because there's no RP. Everyone treats you like an NPC "I want this here's the rubles bye" and there's no interaction. This makes it very hard to find active traders because being a trader sucks. You're only shooting yourself in the foot by limited what traders can sell because what happens when there is exactly 1 trader who can sell [insert desirable item here] who is in GMT and someone who wants to buy [desirable item] in GMT -8 and their paths never cross? It's just stupidly arbitrary.

Remove tiers, let traders sell everything except for power armor and plasma weapons and call it day.
Title: Re: Things to help Traders in FoRP
Post by: Poopship on 04-06-2011
Quote from: Paintcheck on 04-06-2011
Tiers are FUCKING STUPID. Limits placed on traders are fucking stupid. Right now in SRP and FORP being a trader sucks because there's no RP. Everyone treats you like an NPC "I want this here's the rubles bye" and there's no interaction. This makes it very hard to find active traders because being a trader sucks. You're only shooting yourself in the foot by limited what traders can sell because what happens when there is exactly 1 trader who can sell [insert desirable item here] who is in GMT and someone who wants to buy [desirable item] in GMT -8 and their paths never cross? It's just stupidly arbitrary.

Remove tiers, let traders sell everything except for power armor and plasma weapons and call it day.

Yes to some degree, Spades gets A LOT of roleplay out of her shop.
Title: Re: Things to help Traders in FoRP
Post by: Khorn on 04-06-2011
That is why we got a vote set up.

I just don't want people attempting to hoard all the business because they can sell everything at a slightly lower price then others.

So once the wipe is done, it will most likely end up with a merge and I HOPE the traders can be active enough to run their business to be rather equal in caps and without any stupid rivalry.



Why I put up tiers was because, a Trader ranked as a Wandering Salesman, or whatever it is, would be quite odd if they had access to lasers just like a Master Caravaner or what ever top rank is. Just doesn't make sense when a new trader has access to the same equipment like any other trader that's been around for a lot longer. It also gives a reason to Traders to become active and attempt to get notice so they can be promoted.

It wasn't just a stupid reason to fuck people over. I wish some of you would think more outside the box HGN lives in.
Title: Re: Things to help Traders in FoRP
Post by: Agera on 04-06-2011
Quote from: Khorn on 04-06-2011


I just don't want people attempting to hoard all the business because they can sell everything at a slightly lower price then others.


Reminds me of that Quest in Oblivion, when are Merchant was selling everything too low. The other merchants united and asked him to lower the prices, he didn't. Then all the merchants hired the "hero".

This could happen' in FoRP, but instead of one person to be hired it would be a whole mercenary group.
Title: Re: Things to help Traders in FoRP
Post by: Paintcheck on 04-06-2011
Quote from: Khorn on 04-06-2011
That is why we got a vote set up.

I just don't want people attempting to hoard all the business because they can sell everything at a slightly lower price then others.

Why can't HGN into capitalism? I don't get it. This is called a free market economy and it will only be good for the average player since prices will be lower for players. Someone was trying to charge four times the dealer price for a microfusion cell last time I was on FO (admittedly that was a while ago) because traders were so scarce he had no competition. That's not what FO (or any server) needs. Putting goods out of reach leads only to boredom and failure because gear becomes too precious for anyone to risk.

Quote from: Khorn on 04-06-2011
It wasn't just a stupid reason to fuck people over. I wish some of you would think more outside the box HGN lives in.

Because we have 50 active traders on both SRP and FORP...oh wait no we don't. I was on SRP last week and there were 15 people on the server. Just for fun I got on Hawk and adverted I was selling and THE ENTIRE SERVER came to trade, most of them saying oocly "Thanks for being a trader I haven't seen a trader for weeks/days". And then Rebel removed my flags because he likes there not being any traders anywhere and since then I haven't seen a single trader in SRP. FORP has 1 iirc and SRP has 0. Why? Because stupid restrictions make it arduous. There is no advantage to being "realistic" at all. If you can name one I will be flabbergasted. SRP's attempt at tiers last Summer should have been all the convincing you need: the traders spent all their time trying to collect all the tiers they possibly could in the shortest amount of time they could because it sucks being stuck being only able to sell ammo when there's 20 people on who want to buy guns but you can't sell them for no reason other than some stupid economy that doesn't work at all.
Title: Re: Things to help Traders in FoRP
Post by: Khorn on 04-06-2011
Don't blame the system on why Traders are inactive. Blame the server, the only complaints anyone ever bothered to tell me, where about silver's prices in the menu, and Wolf bitching that he gets no business since no one wants to buy from him. Why, I don't know.

And don't compare SRP to FRP, yes, we both have a tier system, but it's not as annoying as it was set up in SRP. You don't need to apply to get a rank up, you just need to be active and do a good job. Besides the fact there are only 2 flags mainly for gun dealers, the melee weapons list and the full gun list. Then the 3 special guns(Plasma X, Fatman, something)

So essentially, the tier system isn't even implemented. Only restrictions were related to keeping traders to their own professions, since in Fallout, people selling guns didn't sell all medicals, food, or armor. So the idea for Professions was built upon a basic Trader of the Fallout universe. And even the older games had a sort of tier system, the Gun Runners had some good, high priced guns, while others had little.


I was keeping to Fallout and trying to make players that are traders stay active and attempt to be promoted. But since Silver has no interest in changing anything, the idea basically died before it got anywhere, leaving a bad taste on the Trader's side of things.

I also would never allow even 20 traders. At this point, max traders would be either 12 or 16. In short, 3 or 4 traders per profession. If the merge occurs, then I will make Gun/Armor Trader be capped at 5 and the Medical and Food/General at 4. Since the latter two are more RP involved anyway, and even less likely to be applied for since it doesn't bring in the caps as much.
Title: Re: Things to help Traders in FoRP
Post by: Paintcheck on 05-06-2011
Quote from: Khorn on 04-06-2011
Don't blame the system on why Traders are inactive. Blame the server, the only complaints anyone ever bothered to tell me, where about silver's prices in the menu, and Wolf bitching that he gets no business since no one wants to buy from him. Why, I don't know.

And don't compare SRP to FRP, yes, we both have a tier system, but it's not as annoying as it was set up in SRP. You don't need to apply to get a rank up, you just need to be active and do a good job. Besides the fact there are only 2 flags mainly for gun dealers, the melee weapons list and the full gun list. Then the 3 special guns(Plasma X, Fatman, something)

So essentially, the tier system isn't even implemented. Only restrictions were related to keeping traders to their own professions, since in Fallout, people selling guns didn't sell all medicals, food, or armor. So the idea for Professions was built upon a basic Trader of the Fallout universe. And even the older games had a sort of tier system, the Gun Runners had some good, high priced guns, while others had little.


I was keeping to Fallout and trying to make players that are traders stay active and attempt to be promoted. But since Silver has no interest in changing anything, the idea basically died before it got anywhere, leaving a bad taste on the Trader's side of things.

I also would never allow even 20 traders. At this point, max traders would be either 12 or 16. In short, 3 or 4 traders per profession. If the merge occurs, then I will make Gun/Armor Trader be capped at 5 and the Medical and Food/General at 4. Since the latter two are more RP involved anyway, and even less likely to be applied for since it doesn't bring in the caps as much.

No one is going to be anything other than a gun or armor trader  so trying to make medical and foodstuffs their own tier is going to result in nothing useful because no one buys though often enough to make it worth it for the trader. Tiers work in single player games because the traders don't care about standing around all day being interacted with very little because they are computers. Players do. Comparing the single player economies with GMod's doesn't work. There is no reason to put limits on traders because they just aren't active when they can't sell things.
Title: Re: Things to help Traders in FoRP
Post by: Wolfinton on 05-06-2011
Quote from: Khorn on 04-06-2011
Don't blame the system on why Traders are inactive. Blame the server, the only complaints anyone ever bothered to tell me, where about silver's prices in the menu, and Wolf bitching that he gets no business since no one wants to buy from him. Why, I don't know.

I can easily explain why no one ever buys from me, Khorn. It's for two reasons, people ALWAYS, ALWAYS, ALWAYS go to Kira for anything. Literally anything. Spades keeps on telling me he continuously gets asked for armour, yet I never, ever see these people. People always go to Kira for everything, meaning that my ammo flags are literally worthless to anyone other than me and my soldiers. Another thing is that Kira's Karbines gets treated as the "town" and not my actual town. By being treated as the "town" I mean that people go there to "rest" and have passive RP. I rarely ever see people come to my town, and when I go to her store to see how many people are there it tends to have many people.

You can say that I should go onto a different character, but I'm the only armour trader and am trying to run a major faction on that character.
Title: Re: Things to help Traders in FoRP
Post by: Ralazo on 05-06-2011
The system is retarded anyways.
Back in the days on SRP it worked fine too, without the tier shit.
Traders had their occasional conflicts but that was all.
Title: Re: Things to help Traders in FoRP
Post by: mxh24 on 05-06-2011
Quote from: Wolfinton on 05-06-2011
Quote from: Khorn on 04-06-2011
Don't blame the system on why Traders are inactive. Blame the server, the only complaints anyone ever bothered to tell me, where about silver's prices in the menu, and Wolf bitching that he gets no business since no one wants to buy from him. Why, I don't know.

I can easily explain why no one ever buys from me, Khorn. It's for two reasons, people ALWAYS, ALWAYS, ALWAYS go to Kira for anything. Literally anything. Spades keeps on telling me he continuously gets asked for armour, yet I never, ever see these people. People always go to Kira for everything, meaning that my ammo
flags are literally worthless to anyone other than me and my soldiers. Another thing is that Kira's Karbines gets treated as the "town" and not my actual town. By being treated as the "town" I mean that people go there to "rest" and have passive RP. I rarely ever see people come to my town, and when I go to her store to see how many people are there it tends to have many people.You can say that I should go onto a different character, but I'm the only armour trader and am trying to run a major faction on that character.
I agree with this completely, I hardly (mostly never) get ANY business when Kira is on, and when she isn't people never need any guns or ammo, and with me only having roughly 600 caps I can never do anything like jobs or buy. What I am trying to say ( no offense to Kira) is that even after the change she will have the reputation that everyone will go to her, even if people have to redo their chars, they will still go to her because oocly they know her. the wipe will do nothing about everyone having equal amount of money, it will always be one person everyone goes to for sales. Correct me if you disagree...
Title: Re: Things to help Traders in FoRP
Post by: Khorn on 05-06-2011
Again, that is why there is a fucking vote on top. This is your chance to get shit merged. But don't complain to me when Kira still runs the market, even when she isn't on.


There are no other way to make a trader want to stay active since our lack of players and since we have nothing to award thoses that stay active. There is nothing any SA can do to award good roleplay other then the adrewardplayer thing. And a trader would have no need for that if the become anything like Kira.

It be nice if you guys could provide alternative ideas instead of just putting hate on whatever I come up with. Since it is basically just me trying solve the trader issues.
Title: Re: Things to help Traders in FoRP
Post by: Khorn on 05-06-2011
New idea needing new post since I write too much.

Merge all proffesions and tiers. Save the few special items. Rewards for promtoin will be a cash sum(yet to be determined) and a business upgrade(container,jukebox,autodoc,etc).

You can still buy the upgrades, but problem is that we need an SV to static the props and for containers.


Anyone willing to add or change the idea with less of "No, it's a bad idea, no reason why though?" Some of you still do that.


As for fixing the sales of armor, I still think lowering menu prices and introducing new or variants of what we have will increase sales. People like to be different looking. we could also have certain helmet-less armors. Have helmets to increase our current amount. Guns still need tweaking, such as the .44 gun. And is nice if we gained a bigger selection. Even if they aren't all directly from fallout.
Title: Re: Things to help Traders in FoRP
Post by: Paintcheck on 05-06-2011
STOP TRYING TO OVERCOMPLICATE IT. I don't know how I can say that clearer since that's what I've been saying since my first post. DO NOT MAKE TIERS. It is a terrible idea that has proven it doesn't work on SRP and here. Let everyone sell everything other than the restricted items like power armor and plasma and walk away. Specialization adds jack shit to the trader experience and no one is going to specialize in anything other than guns anyway because armor is too expensive to make all that many sales with (which means 99% of the time an armor trader will sit around doing nothing and earning nothing, thereby making them unable to climb the ranks because they aren't earning money, thereby leaving them stuck) and no one buys food or medicine ever, at least not in the amount guns and ammo are bought.

Don't merge professions GET RID OF THEM.
Title: Re: Things to help Traders in FoRP
Post by: Khorn on 05-06-2011
Okay, you've apparently decided not to read anymore.

By merging Profession, it essentially makes everyone sell the same shit. Except the special suits and guns.
Title: Re: Things to help Traders in FoRP
Post by: Paintcheck on 05-06-2011
I AM reading. I don't understand this garbage about "Professions" and "tiers" and "ranks". Let that shit happen ON ITS OWN. Back in SRP shortly after the Trader's Union was disbanded but before all this garbage about shipments and tiers and "realism" traders earned reputations themselves and that worked fine to differentiate them. Let it be organic. It will require a lot less work on your part and will be a lot better for the traders than trying to micromanage and do all this shit.
Title: Re: Things to help Traders in FoRP
Post by: Khorn on 05-06-2011
Well, for the last few post I said a MERGE to let all traders sell everything will happen. IF people vote it.

Your last few posts just kept telling me why professions and tiers are stupid.

And again, leave SRP trader's on SRP. We didn't have the same system. We don't have shipments except for the few SRP items in the menu. I didn't make Traders forced to apply for a tier if they wanted to sell. They had the choice to chose what they want if they ranked up.

It was free, and people had their choices to make.
Title: Re: Things to help Traders in FoRP
Post by: Paintcheck on 05-06-2011
Because you keep going back to it. You keep saying "Merge professions" which I agree with and then you start talking about paying for upgrades and being rewarded for leveling up to the next tier which is where I am getting lost.
Title: Re: Things to help Traders in FoRP
Post by: mxh24 on 05-06-2011
You realize once you merge everything it is just going to be who has the best and/or bigger place, and the best reputation. Also wouldn't you think traders would be a bit OP'd? I just wish it would stay the same but people where other dealers   :-\
Title: Re: Things to help Traders in FoRP
Post by: jaik on 05-06-2011
Quote from: mxh24 on 05-06-2011
Also wouldn't you think traders would be a bit OP'd?

Elaborate.
Title: Re: Things to help Traders in FoRP
Post by: Steven :D on 05-06-2011
Quote from: Jake on 05-06-2011
Quote from: mxh24 on 05-06-2011
Also wouldn't you think traders would be a bit OP'd?

Elaborate.
Kira and her group have a monopoly on the gun sales in FORP and tons of other shit too (Ammo, Caps etc.) She supplies her own people with guns out of her own pocket money who are absolutely loyal to her but are allowed to take other contracts AKA making her own mercenary force which the server doesn't need.
Title: Re: Things to help Traders in FoRP
Post by: jaik on 05-06-2011
Quote from: Steven :D on 05-06-2011
Quote from: Jake on 05-06-2011
Quote from: mxh24 on 05-06-2011
Also wouldn't you think traders would be a bit OP'd?

Elaborate.
Kira and her group have a monopoly on the gun sales in FORP and tons of other shit too (Ammo, Caps etc.) She supplies her own people with guns out of her own pocket money who are absolutely loyal to her but are allowed to take other contracts AKA making her own mercenary force which the server doesn't need.

KK is not a major faction.
Kira can be robbed/attacked just like a usual wastelander roaming the wastes. Being a trader doesn't make you invulnerable from this.
By the way, you still have to be rational when robbing someone (don't take everything what the player has, etc.)
Title: Re: Things to help Traders in FoRP
Post by: Spades_Neil on 05-06-2011
Quote from: Poopship on 04-06-2011
Yes to some degree, Spades gets A LOT of roleplay out of her shop.

I get overdosed on RP sometimes. O_o

No, the problem is when a trader is forced to act like an NPC. I try to avoid that with missions and stuff I do every now and then. In the past I thought trader-funded missions were a horrible idea economy-wise, but I soon realized I was wrong, and it's actually really fun.

The tricky part is getting the right mission ideas.




As for Tiers, which Paintcheck mentioned, I agree and yet disagree. I agree because it does overcomplicated stuff, yet I disagree because the noob fucknugget who just got his brand new T-flag could completely destroy the economy in a matter of hours if not properly regulated. I mean, we've SEEN what a free economy does in the real world. We're living in the aftermath. :P

I do want -some- tiers, but not so many. Cash flags I want to see enabled again. As for T-flag "tiers", it should be more black and white. Tier 1, no flags. Do it the old fashioned way buying/selling items. Tier 2, basically what we have now. Tier 3, bring out the big-fucking-guns. :D Or just void Tier 3 all together. Then it's not tiers, but flags VS no flags. I think the point of tiers is to put traders through a trial of sorts. Still, I do think Paintcheck is right that it's over complicated though. And I'm not helping because I'm rambling again. :P

We're not here to line our pockets. We're not here to act like NPCs. We're here to serve the community and make things a little more fun. At least that's my philosophy on it.

Quote from: Jake on 05-06-2011
Quote from: Steven :D on 05-06-2011
Quote from: Jake on 05-06-2011
Quote from: mxh24 on 05-06-2011
Also wouldn't you think traders would be a bit OP'd?

Elaborate.
Kira and her group have a monopoly on the gun sales in FORP and tons of other shit too (Ammo, Caps etc.) She supplies her own people with guns out of her own pocket money who are absolutely loyal to her but are allowed to take other contracts AKA making her own mercenary force which the server doesn't need.

KK is not a major faction.
Kira can be robbed/attacked just like a usual wastelander roaming the wastes. Being a trader doesn't make you invulnerable from this.
By the way, you still have to be rational when robbing someone (don't take everything what the player has, etc.)

Also yea. And I've -been- robbed at least once before. It's the whole reason I hire mercenaries in the first place. Because I'm not indestructible.

If you want money though, pay attention. Ask Kira for work. I don't always have that work, but when I do, the pay is lovely because I do in fact have caps to throw around that some other traders are either clinging on to or had to spend on their own faction.

Wolf is a fine example. He had to donate his fortune to his own faction, which abused the privilege and left him broke. Garret (FrozenFire) just doesn't have the money because people don't know about him yet. Kira is always in the same spot, always selling the same items, and IRL I'm a good businessman.

In addition, traders have rules to abide by that you don't. One, I'm not allowed to run around robbing people and pillaging or taking over towns and shit. That "overpowered" force is purely for my protection.



Also, you're missing some important factors. Having T-flags has nothing to do with my power. If you took away my T-flags right now, provided I'd be a little pissed off, but I traded firearms for a LONG TIME as Kira before T-flags were even allowed. I was still incredibly wealthy, with over 8,000 caps to blow. I don't need the T-flags to make a profit. I only need them to serve the RP community.

T-flags is a luxury. Not a requirement. I'd still hold my own without them.





P.S. I forgot to mention: My mercenaries can take independent contracts, but I don't earn a single cap from them. They wear the title of Kira's Karbines, but I earn none of that money. I pay them, in fact, to guard me. If they make external contracts, it is up to them, and they demand whatever payment they want from whoever employs them.

And no, I DON'T pay for them out of my own pocket, actually. I pay for their services. I don't pay for their guns. I don't buy their ammo. I sometimes buy their armor, but force them to pay me back.

Gentlemen, please, check your sources.
Title: Re: Things to help Traders in FoRP
Post by: Spades_Neil on 05-06-2011
Quote from: Khorn on 05-06-2011
As for fixing the sales of armor, I still think lowering menu prices and introducing new or variants of what we have will increase sales. People like to be different looking. we could also have certain helmet-less armors. Have helmets to increase our current amount. Guns still need tweaking, such as the .44 gun. And is nice if we gained a bigger selection. Even if they aren't all directly from fallout.

Also, EVERYTHING YOU JUST SAID. PLEASE.

It's roleplay. That means there's going to be an element of fan fiction. Before I go off rambling like I usually do, I'll put it pure and simple; if we wanted to be perfectly like Fallout, then HERPDERP WE'D PLAY FALLOUT. But you guys know that. I'm preaching to the choir.

We need new weapons.
We need new armor.
We need new UNIQUE stuff.

I remember when the Combat Shotgun was introduced. People wanted to piss away upwards of 6000, 8000, 10000 caps! Guess what? THE GUN SUCKS BALLS. Ah, but for a time, it was unique!

I used to have an AK-74u (not sure how that got into the game). I lost it because of a bad server crash. It was unique. Only reason I still want it back to this day.



But yes, these weapons need serious tweaking. The Makarov shoots better than the goddamn magnum.
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Title: Re: Things to help Traders in FoRP
Post by: Paintcheck on 05-06-2011
Due to the fucked up quoting system I can't quote it properly but free markets are the only way to go in a game like this (and some would argue irl as well). I think you're more worried about losing your monopoly on guns and ammo than what will actually happen to the server because I don't see how having a bunch of active traders competing for business (which lowers prices in the real world and in the game world) would be worse than a monopoly/imperfect competition (which is what FO is now). Base price wouldn't change so unless the traders wanted to lose money on every sale they couldn't start handing shit out for free. Why are you so scared of "Some n00b trader with his T flag ruining things"? What could he ruin? He's not going to have the money to buy anything expensive and just hand it out for free and there are far easier and less complicated ways to grief the server (most of which don't require getting 20+ posts on the forum and admin recommendations).

And stop bringing up "We need more gear". That's not going to happen. Silver's working on Crussaria now.