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Found 21 results

  1. Lordgingervitis

    A fix to Bitcoin economy

    Not sure how many people have posted about this topic but here we go. In Recent news BSG announced a issue with bitcoin. well i have two thoughts that may help. One being you implement A new item that resembles and Antminer, this is what people use to mine the bitcoin. graphic cards just don't have the power for large scale. You can all it a tarkminer. They wouldn't be found in computers however but in servers. Second being a another power source that you can use to run this system, these use a lot of power. this one is not as necessary. But your ant/Tarkminer would only be for your bitcoin
  2. Devineus


    Hey, Scav loot box thing is like gambling... you pay for scavs to loot get loot w/e... would be nice to have acess to a Poker game with other players and scavs to gamble. Only live players able to partake. Would be cool to be able to gamble some of those hard earned rouples.
  3. After much consideration I beleive I have figured out the perfect fix to balance the player economy and flea market for all players of all levels. My solution is a simple one. Only Found In Raid items can be bartered on the flea market, including currency. This means only FIR cash can be used to purchase stuff off of the flea market. FIR cash would be any Roubles, Dollars or Euros that a player finds in raid or recieves from a trader as a quest reward. Any cash a player receives for selling an item to a trader does not count as FIR. Any Cash that is exchanged on the Flea Ma
  4. mister_rice

    Bitcoins as an independent currency.

    I think that it would stabilize the flea market prices if bitcoins are implemented as an independent currency that cannot not be converted to rubles by selling them to traders. The buying power of bitcoins could still be linked to real-world bitcoin value by making trader prices in bitcoin inversely proportional to bitcoin value, where the prices of trader items are fractions of bitcoin similar how bitcoin is used to buy/sell products or services in the real world. The flea market would still be affected by fluctuations in bitcoin value, but demand would be less sensitive to it because th
  5. Hi, Problem: A lot of common loot items (A pack of screws, Bolts etc.) become useless as you progress because of relatively low value and absence of recurrent usage (some not needed at all while others used only for low-tier barters that are not needed for high-lvl players any more). Possible solution: Add Hideout maintenance feature which can work something like that: a) Each time player completes craft at a workstation, there is a change (for example 10% default chance) that workstation will be malfunctioned and require maintenance. b) Each time workstation mal
  6. Durhnevir

    Some idea about traders

    I had an idea yesterday, I think it could be a good way to spice up the game. I'm sure i'm not the first to come up with it but I want to share it with you anyway. (First things first i'm not english so if i'm not clear enough tell me) My goal with this idea is to slow the game economy, and to maintain a high level of difficulty, even for high level players. First, traders disappear from the menu. Menu is your hideout and that's it. You can still receive/send messages to the traders for tasks and things that I will explain later. Traders would be accessible only in
  7. JuliusCaesar

    Pre-game betting

    Here is what I think. Alot of us can't get into matches, and that is a little upsetting, so sitting at our computers, what will we do with our time? I say we introduce a spectator mode where before the game starts you can bet roubles on which team will win. This will ease those who can't get into filled lobbies, while circulating money more in the game, helping out the economy. If 4/8 spectators bet that USEC will win, and USEC wins, obviously the pot is distributed evenly, and vice versa. You can leave it like that or you can go further and bet on things like: Who will have the highest
  8. Ikari-Kun

    How to End Hatch-lings for Good

    Most people I've seen in the discussion boards are going about this the wrong way I feel like I should relay my opinion. Every suggestion I've heard regarding this issue has been down right terrible and usually include adding some sort of mechanic that punishes you for only bringing a hatchet to a raid. Thats a terrible idea, you really want to stray away from punishing players for doing actions you didn't intend them to. Instead it is better to reward players for doing the actions that you do want them to do. The main issue here is that the hatchlings themselves aren't the problem, they
  9. For players to buy all of the limited amount of bullets from dealers and sell them on the flea market is an exploitation of the system and makes it so the players who buy first can sell at an extreme mark up price. Please make it so you can only sell found in raid bullets. Thanks
  10. I think it would be good to look into adding some kind of cooldown to the refresh button in the flea market so people cnat sit there and just control it so hard. Its hurting the economie and im sure there's bots sitting there and just refresh buying anything lower then even market value
  11. phatblob

    Flea Market / Gun Preset Issues

    Hello! So there are some issues within the flea market that have essentially crippled my ability to play Tarkov, and I know others who have the same issues. The issue is the "Out of Stock" glitch which has been around for a while. I know you can easily filter through it on the market, however, that's not the main issue with the bug. If one of your listings on the Flea market catch the glitch and become "Out of Stock" then that listing will be taken up and you wont be able to use it to sell items, at least until the timer runs out (which in my case is a week). The issue appears to orig
  12. SergeiVezlov

    The Forge

    "Well, aren't we gifted! All of these fancy guns lying around, from PDW's to ravaging nutcases with LSW's at that damn Mall. But, something has been gnawing at me recently. How did we just get an iconic bolt action that has spilled blood on these lands so recently, I mean. It would make sense these would be the first weapons of war used for these lawless lands. Hmh, think I found the answer, the MYSTERY... If you will. There are rumors floating around about some lads that use to work at some factory district, fenced off, cranking out crude classics for people to kill one another with. Seems ev
  13. trufflesRgood

    Armor: Prices and Abilities

    I personally believe that armor should be made less expensive and more able to stop bullets. A more hierarchical, influential armor system would make for a more interesting economy, because better and less expensive armor would make for its significance. What do you think?
  14. SigMaGiiK

    About the game economy

    I would share some suggestion about the game economy even if them aren't a full solution to the problem. Use scavs as money and stuff kleaner (i have not resist to the joke): now like now wealth is created without a real system to make money and staff to be removed from it. I enter the raid take stuffs and exit, continuing to bring stuff in the game out of nothing creating a lot of inflation. So, even if it seem to me to have read this in some of yours answers, use scavs to loot dead players and bring the stuff out from the game. (can be hard to code, and basically it's a way to reduce t
  15. Note: This post started on reddit, but I am fairly certain that a forum format will fit it better. Forward: Currently in EFT, there are three root causes of the hatchling plague. Lack of a cohesive, early game strategy. Players starting off will get cut down due to a large variety factors, and getting cut down is a powerful motivators, breeding complacency among new players: Use your case, you can trust it. Funky early game economics. Common mechanics among basically all shooters, that allow players to exploit the inherent nature of netcode, that make it so runnin
  16. SigMaGiiK

    Game economy

    Reading about the game economy complaints, I started wondering which are the game goals in this direction. In a more directed question this game it's going for an end-game economy (you expect everyone at the end become kinda rich and can enter all raids full equipped) or a balanced system (where the economy try to make hard to become rich and should be high risk exit with full gear)? I know this isn't a complete as well as easy question, so tke your time and reply when you are sure. I link here another thread where i provide some of my ideas as suggestions... suggestion thread.
  17. Would be interesting to have an ingame system of "investment" and deposit of money, which allows depositing sums of money to obtain a (more or less) small interest income. You could decide to invest a certain amount of cash to obtain a profit in terms of interest (for example a 1% weekly or monthly, higher percentages for higher deposits) A further service could be cloudmining: investing cash to obtain a counter-value in bitcoins over time, a sort of time-delayed conversion of Rubles/USD/EUR on BTC. or even building your own rig with Graphics cards an pc part to mine BTC yourself!
  18. Cardboard231

    Wipe coming?

    I'm very confused. I left for 3 day came back and all the traders are max level even though I'm level 27 and dirt cheap. I suspect everything is cheaper now to buy and sell and they are just adjusting the prices. Though because of someone like me that has millions of roubles it breaks the economy. Everything is cheaper equity as it is harder to get though I already have million of roubles so I can use them. The reason I'm suggesting a possible wipe is because why would they completely destroy the economy any other time except just before a wipe? They have made everything cheaper in the past ju
  19. Klaus_Quarter

    Suggestion About Game Design

    In its actual game design the game really punish death (you lost almost everything). If you are not in a good day you can die and loose many gears in a row. For the survival games enthusiast it's mostly likely a good design, but it's really harsh for most of the players base. So to compensated the devs made the insurence system and adjusted the loot table and the economy in matter of weapons. For me it's not even enought. Right now because they established a commercial strategy with influencers, they sale a good amount of copies. But I think many buyers who bought the game, trie
  20. RogueRAZR

    US Weapons and Item costs

    I just wanted to make a suggestion on weapon and item pricing. Specifically relating to prices for civilian purchase currently in the US. As well as a suggestion to add the civilian spec, semi-auto versions of weapons in the game. First off, I find many of the weapons and items in the game to be much cheaper than the IRL items they represent. Perhaps this is done for balance, however I also know you guys wanted items to be priced as close to IRL as possible. I am only going to comment on the USD prices for now as im from the US and not Russia and have no idea what pricing is like o
  21. Deepockent

    Trader Liquidity

    Since the final beta wave was given admission to the game, it hasn't been at all uncommon to see the Peacekeeper out of USD. That's not all that surprising, as he's the only trader function with dollars and there are thousands of people trying to level him up through selling him things (as it's not like you're going to find thousands of USD in a safe!). However, over the past week or so I've been seeing (in the NA servers, at least) that Prapor is out of money more frequently than not. We're talking his, what, 20m RU diminished down to 7000₽ and lower. Has the trader economy become comple
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