Eve has a good economic model though and is years more developed than what we have here in crossout. One of the reasons your market functions even with gold being generated in game is because the game also functionally removes currency from the game. Think of all the stuff that you pay for in game like: Replacing permanent losses from pvp and missions, repairs, skill and tech trees… All of that helps maintain the markets health over longer periods of time. This also functionally reduces the gross income from taking on a mission and leaves the player with the net income after they reduce the cost of preforming the mission.
We do not have the functionality to make an analog of that type of system here. The closest thing we have to that is maybe the new badge system but as we can’t trade badges on the market it doesn’t quite match up. However the badge system would probably collapse if you could sell them on the market right now. A fairway to think about it is how much does a badge go for in resources vs currency. Since we can sell resources for existing gold it’s like an extra step to get gold.
We could change how tax is experienced it wouldn’t be hard to change it to 50/50 between buyer and seller. It would still be a 10% tax which is the same as in eve but who gets taxed changes.
On Xbox the only system that has a really funky market free players earn around 5.5k per year just logging in. They are the only odd market within the 3 we can monitor. Sure PlayStation has 3 times more sales but I’m not sure how that actually reflects on the market outside of trying to do div3 on some of the prices. Both market prices are still off from PC after that but that might be the player number count for supply and demand.
That doesn’t matter, the expensive parts are basically supply side shortages which increases prices regardless of inflated markets. This basically increases the disparity in what is affordable between the new player and the player that is a year in by a lot even if it is frivolous purchases. The game suffers from this a lot but it’s expressly bad on the xbox. (I actually have a sprinter pack on there but don’t play on there just happened to see it free one day.)
I don’t really want to see the game trashed. I like it, and it’s my fall back that I play if something doesn’t distract me more. I actually agree with both you and @Zarrurer that it’s both possible and stupid to have the currency production mostly handled via purchases. The closest we actually got was the rust and dust repair function test.
That will change play behavior though as we never had to repair gear before and it is kind of annoying to have to drop back into the garage after each match. That could just be my opinion or my synopsis on reading comments but most players are use to going click go to next battle. As we are shorted on build spaces that might mean you need even more of them to cover repairs.
@Zarrurer once mentioned we have to be more aware of the grind as I thought multilayer upgrading was a good cost sink for recourses. He said that would make it cost more i.e. requiring more game time to finish a build. He is correct the idea would just delay that end point, The stabs to remove upgrades is a fail on the backs of the devs. I remember telling him it’s an adjustable price point. We could though keep the upgrades as a tech tree. This could be a cost sink across a rarity/weapon sub-type.
If we wanted to transition to a game economy more like eve we would have to fundamentally change how we use blueprints in the garage. Much like the rust and dust mode they tried you’d have a repair function but you should be able to recycle the entire build, and then on top of that you would have to be able to pay a material cost to produce a vehicle to play in via your earned resources. So look at the cost of the build in total and for each one of these I produce to play with I need x amount of each resource.
Most of the games are designed for players to age out as all the early coders were cis students coding for projects for other cis students. Early gamers are the remnants that enjoyed it much like the classical games.
I wish the dev’s would be more open about how much IRL currency it takes to run the servers. @HammeredByNature The prices of your market in in Eve far exceed ours in monetization means you have packs closing in on 200$ USD. Really look at their store: https://store.eveonline.com/ They monetize much of the game. I’m surprised you even try to compare the two.
I don’t even mind if the economics of the game changes but it has to look at each step to make sure it doesn’t fail more than it already has.
I’d like all these workpieces i.e OP to go up as badge and general rotating brawl rewards in game. Similarly with the cabs as they removed the unique label from their descriptions on the actual old sales pages they use to put up. As they are no longer unique they no longer have to be pack items. I don’t mind they still sell them as packs but they should be on the market too.
I think their biggest worry is no one will pay for them if you can earn them for free in game which isn’t true, I once just bought a pack for a crafting item that was in short supply. It doesn’t cut it off it just effects the frequency of the sale. That is a mental game economics issue I don’t know how to fix for them even though I think a purchase would still happen if the player wants immediate parts.
The game needs the extra functionality to allow for such things. We could also look at direct trading everything. Like instead of gold how much scrap copper, wires, plastic would you want for it? Those resources still has a gold equivalency to it no matter of how we trade it… Everything you own in game that is tradable is a gold bank. They just have a simplified market which requires conversion first. Being able to request any part for any transaction would be more like how this game world would probably function if it was real.
Sub note - I wouldn’t mind if we sold temp upgrades for items either by the way. One of the big issues is that players that can’t afford to upgrade to lose more. We can fix that easy with temp upgrades.
I do firmly think anything in the game if it is sold should be able to be crafted in game.
The edits are just typos and double types that could I could remove.