![]() ![]() Something somewhere along the way it breaks apart and makes it less fun or whatever. If you know it's bad then you should 100% know why it's bad. What i hate in GMod servers is bad economies but at the same time I have absoloutely no clue how to balance one myself. Paying for items from vendors or F4 menu takes money away from the economy, so in theory money becomes less common and more valuable. Receiving money from doing your job by the server (like selling items to an NPC) or passively via the salary mechanic brings money to the economy, so in theory money becomes more common and less valuable. Receiving money from other players makes the money go round, but the server doesn't gain or lose money - it just changes hands. That doesn't just apply to money, but content aswell. ![]() ![]() Base your design decisions on the playstyle you want to promote. What kind of gameplay are you going for? Are you going mostly for grinding money? Are you going for heavy emphasis on roleplaying? Dicking around and having fun? Base building and raiding? This is why I feel that asking for how much money you should start with is ultimately a minuscule decision in comparison to everything else, which is much more important. The issue with DarkRP is that it's a blank slate and people have tried to do all kinds of gameplay styles with it, some more successful than other. There's so many moving parts that even the slightest adjustments can have gigantic, long term consequences. Balancing DarkRP stuff and economy is pretty much game design in a nutshell. ![]()
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