I think Torn should increase the daily limit of purchasing good from 100 to 200. Discuss this topic.
I think:
Started by JennyTayleah [2359295] on in Suggestions.
About this thread
Posts archived: 13 / 13 posts (100%) · the total is Torn's reply count + the opening post at the last fetch
Counted by TornLife from the archived posts.
- Archived posts
- 13
- Discussion span
- →
- People posting
- 11
- Likes on archived posts
- 23
- Authority score
- 28 / 100
- Historical score
- 22 / 100
- Story score
- 43 / 100
- Engagement score
- 58 / 100
And make getting beer from bits and bobs even harder?
No thanks
No thanks
No. It should be new players starter income and not your main source of income.
Beside, 100 is enough to fill up your daily booster if you plan to use it for beers n candies
Beside, 100 is enough to fill up your daily booster if you plan to use it for beers n candies
Every so often tsome noob suggests this.
The whole reason things from Big Als sell so well is because they are limited.
Th price would drop if you could buy 200
The whole reason things from Big Als sell so well is because they are limited.
Th price would drop if you could buy 200
Yeah, if you think about the economy, there is a certain amount of cash, which increases every day as missions and crimes are completed and money enters the Torn economy from nowhere.
There is also a certain amount of items that also enter the economy from nowhere. The amount they cost pulls money back out of the game.
And then there is the elephant in the room- consumable items. They leave the economy when they are used. They are another way the game designers can keep the economy stable. Think about all of those cooldown limits. They help with stability of game play, but also the economy.
So now suppose we double the number of items someone can purchase and do nothing else. Mostly, you shift income from the later buyer to the earlier buyers. But you probably put some pressure on the less desirable purchases and in general, provide a slight increase in purchases and a slight decrease in average prices for some of the already undesirable stuff as more people, desperate for anything, purchase and unload what they can get.
But I imagine you actually meant to also double the supply provided at every step. Now, the same folks get twice as much when they buy...
And then prices plummet on those goods. Without an adjustment to the cooldowns, there are only so many candies, drugs, and other boosters that can be consumed in a day. So at some point, it stops being worth it to buy those things because the player simply can't use them.
So for your suggestion to work, the cooldowns for the consumables would need to be halved, the volume provided doubled, and the limit increased. Then we would have the problem of people suddenly begin able to have twice as much effect doing lolli or choco jumps. Now we're cutting into the price of ecstacy and FHCs.....
I hope this makes it a bit more clear why meddling with the economy is very serious business, with first, second, third, and fourth order effects. Probably even more.
There is also a certain amount of items that also enter the economy from nowhere. The amount they cost pulls money back out of the game.
And then there is the elephant in the room- consumable items. They leave the economy when they are used. They are another way the game designers can keep the economy stable. Think about all of those cooldown limits. They help with stability of game play, but also the economy.
So now suppose we double the number of items someone can purchase and do nothing else. Mostly, you shift income from the later buyer to the earlier buyers. But you probably put some pressure on the less desirable purchases and in general, provide a slight increase in purchases and a slight decrease in average prices for some of the already undesirable stuff as more people, desperate for anything, purchase and unload what they can get.
But I imagine you actually meant to also double the supply provided at every step. Now, the same folks get twice as much when they buy...
And then prices plummet on those goods. Without an adjustment to the cooldowns, there are only so many candies, drugs, and other boosters that can be consumed in a day. So at some point, it stops being worth it to buy those things because the player simply can't use them.
So for your suggestion to work, the cooldowns for the consumables would need to be halved, the volume provided doubled, and the limit increased. Then we would have the problem of people suddenly begin able to have twice as much effect doing lolli or choco jumps. Now we're cutting into the price of ecstacy and FHCs.....
I hope this makes it a bit more clear why meddling with the economy is very serious business, with first, second, third, and fourth order effects. Probably even more.
^^^ All of this.
If you want to learn more in a fun digestible way OP, google some combination of "World of Warcraft", "Economic Crisis", "Currency faucets" and "Currency sinks".
Its a pretty well studied area of game economics, and is quite fascinating if you're into that kinda thing.
If you want to learn more in a fun digestible way OP, google some combination of "World of Warcraft", "Economic Crisis", "Currency faucets" and "Currency sinks".
Its a pretty well studied area of game economics, and is quite fascinating if you're into that kinda thing.
King the not don't have
Topic too shit to discuss
I think you're an idiot
Moving your suggestion to the suggestions forum.
I still have yet to see Bob actually selling Beer. In 2 months of playing, never once in stock when I check. (And yes I have checked around the ticks.) I guess beer at Bits and Bob's is kind of like Santa Claus- I like to think it is real, but there are evidence problems to consider...