Please write any feedback you have about the economy system so far here.
Ckeys are anonymous unless you are logged in as an admin.
Text responses are completely unfiltered.
- Player: remove it
- Player: accepting bribes to vote
- Player: This is about paystands, it takes way to long to have to wait on the most retarded department to give you a paystand circuit board. Make that faster and easier. Ontop of that, Paystands need more customization options. First swipe makes whoever the owner and only they can access the prices and whatnot.
- Player: i too make my employees pay other employees to make the station work
- Player: 1: it was testmerged for two (2) days and then speedmerged 2: it's buggy garbage 3: WHY DO NECESSARY TOOLS OF THE TRADE (i.e. costumes for the theatre) COST MONEY, DO YOU PAY YOUR EMPLOYER TO GET YOUR STUFF?
- Player: While I like the concept of the econ system in the current state its in it doesnt add much to gameplay besides frustation. During the time it was being test merged goof on github also seemed to nearly ignore some critism and ideas such as accounts being able to be closed. While being completely fine with someone being able to halt cargo in a moment by siphoning all its credits from the qm's card. I want to see it keep being worked on but as of now it requires some work done including adding a way to disconnect cards from a account.
- Player: Complete useless shit. Please undo.
- Player: My only problem was janitors paying for their shit, but thats fixed now. I would want paystand boards to be printed from the Autolathe.
- Player: ABSTAIN
- Player: I think the system has potential in the future, but there's currently there's not enough features to demand it to make it useful. It still needs the addition of things like toll doors/booths, and potentially background things like Logging similar to PDA messages being logged in tcomms. If there were enough features tied into cash though, potentially you could add a new job in the form of the Banker/Accountant - sort of a Civilian equivalent of the Lawyer. Using the cash tracking feature you could assess other crew's spending on request, and try to track down any "missing" funds. Potentially you could have a gamemode similar to pirates, or have cash as a traitor objective.
- Player: Get rid of wages and make the economy persistent or the world will inflate like po-
- Player: It is completely unnecessary. It's a shit system on High RP, and it's even shittier here.
- Player: Assistants don't deserve rights
- Player: The economy system is a complete mess with its lack of knowledge of the actual balance behind the game, making items in vending machines take money instead of them being used for their intended purpose, being a minature room full of items (you can hack into a room full of items and you can hack into a vending machine to dispense) meaning that instead of it being accessable even without access with a bit of work you cannot access it at all. Money is a functional timegate for everything in a vending machine, and there are things locked behind vending machines, since again it's an efficent method of storage and to not make mappers change everything in their map whenever a new item gets added. + goofballs complete lack of feedback reception and the fact that admins will for sure abuse full ancap mode makes it tedious to do anything when you have to wait for it, steal for it, or otherwise. It is possible to get money from not just waiting but it's always slower than otherwise
- Player: ABSTAIN
- Player: I feel like the lower amount of money assistants get will encourage them to play higher paying jobs, without encouraging them to perform their new duties. I don't like that the bartender has to pay for glasses, though I haven't checked recently if that's still a thing. I don't like that the premium items are so much easier to get either. Thanks for reading all this.
- Player: It makes the cargo system more compelling and paves the way for the unification of points systems and the centralization of techwebs. That being said, in almost every other respect this system is dog shit. It just makes the game less fun. Most of this is the cost of vendor stuff. Luxury vendors (food, drinks, cigarettes, et cetera) should be the only vendors that charge. Medical vendors should have no charge, same for tool vendors. All departmental vendors should have no charge for anyone, not just the people in the department. Being able to remove the costs by hacking vendors would also be a decent option. The whole slapping cash into and out of ID cards system is stupid and also removed the ability to show an ID card.
- Player: a lot of the econmy system is made redundant. For example, clothing. it's just cosmetic so it's pointless to restrict people from dressing up. tools can be made at an autolathe, and most stations have a public version.
- Player: emergent gameplay being the goal via omnipresent frustration isnt an enjoyable thing for pretty much 90% of the station, rich jobs like captain can get whatever they want by default anyway. rich get richer smh.
- Player: Should economy stay, currently the two most essential missing features in my opinion are: 1.automated selling (with configurable prices) 2.advertisement opportunities (more newscasters? paid advert channel?) Economy is such a hassle currently, in my opinion especially because of point 1 missing, that it often is ignored. Cheers.
- Player: I think it has been applied badly. Many things are still free like sleeping in dorms but cola costs money. And credits is used. Wouldnt that just be money?
- Player: Make it matter more to the round. Have money be used for more mundane things, and allow it for the chef to charge for foods or something with a smartfridge. It has helped curb greytide a bit, but it should be used for autolathes as well.
- Player: There isn't any point to it existing at the current level and only frustrates players by charging them for tools and clothes they could otherwise obtain for free. The only department that still needs money is cargo and it would be entirely possible for every head to just dump the entire budget into cargos. Pay machines also requiring a circuit board to be built is a downgrade from just using your ID. However it is fun for ARR PEE to make a little shop or boutique to sell shit like the entire HoS locker. Sadly it seems the novelty has worn off and most people don't use the system anymore and if they do it's mostly medbay charging 300 bucks to be cloned. Like nearly every goof PR it's a nice idea with horrible execution that won't recieve any balance updates now that it is fullmerged.
- Player: I feel that the system is a decent idea however with the direction the server is going its quite bad to force players who have been playing to have to pay using currency recently added to buy things that have been free, now i think having things that need to be paid for makes sense like mining vendor items they make sense, upgrades for departmental things those make sense. However having things like vending machines that require money and don't even produce food that can feed a character fully doesn't make much sense, as now you are paying for a job someone should do for a inferior item.
- Player: ABSTAIN
- Player: the fact that things in your own vendor cost money is bullshit, if im a lawyer and want a black suit, why should i have to pay two hundred dosh for that? its ridiculus.
- Player: It sucks. It doesnt fit how server plays. There's no economy, no supply and demand. It's merely gating stuff beyond arbitrary paywalls. It allows for some mild rp, but again it doesnt' fit the server, so it's reduced to faciliating grief and destruction. Please go.
- Player: Time and time again it has been proved that goof can do good PR:s like tesla engine and dwarf ghost roles. There's no exception this time. Economy PR should stay, it's working as intended.
- Player: Automated Teller Machines would be a useful addition (even if you can draw cash directly from cards, which is somewhat illogical). In addition, alternative methods to earning money (besides getting it from your fellow crewmen/waiting for payday) would be useful.
- Player: Something should be done about the "Rare" items that formerly needed a silver coin. Maybe only make them available once the machine is hacked? Having played more, i like the funds system, but still think some means of restricting rarer items should be implemented. And big thanks to the people that put their time and effort into this game!
- Player: It's interesting. However, I'm quite sad that borgs are unable to use vendomats any more. I understand why this is in place because people would most definitely use borgs to circumvent the fees if it wasn't. However, it stops borgs from being able to vend useful items like toxin bottles (very useful to grab and administer to slime people who are in crit and need healing) and cosmetic items like hats. Part of me wishes borgs had a finite amount of money - like $1000 or so - that they could use on whatever they wished. Outside of that, I don't really have much of an opinion on the system because I mainly play a role that doesn't utilise it.
- Player: I really hope the system is expanded and tweaked, prices especially need some rebalancing because everything is so expensive, I'm playing ss13 to escape from reality not to experience it in the worst possible way
- Player: Feels like it adds nothing, really.
- Player: it's shit and goofball is shit and oranges is hit, gun them all down.
- Player: Very nice system. Emergent gameplay is a plus.
- Player: very nice implemetation for making the game more fun for assistants and give an reason for the chef to make food for the crew
- Player: Is a good start. Doesn't go far enough however, and certain departments need to be rebalanced. If Science and Cargo work together the Sci Departmental Budget can give cargo $100k+ easily.
- Player: It's bad, everything about it is bad, but it could become better later.
- Player: The concept is cool, but nickle and dimeing your ass for stuff like medical supplies and departmental clothes is retarded, and things are too expensive.
- Player: ABSTAIN