Level/ quests completed/ caps

Holocausto

It Wandered In From the Wastes
Hi, I'd kinda like to know what are some other peoples stats on these 3 things as I'm modding certain items and want to try and get a good feel for the average wealth of a player and at what point & level so I can adjust prices for certain items accordingly so they are appropriately valuable but not so much that nobody can ever buy them etc. I don't know how to make a poll so I guess just comments. Right now I'm level 17, 9 quests completed & 3256 caps (I play on very hard for added comparison).

Here's just one question as something to mull about without going too deep into everything: What do you all think is an appropriate price for a stimpack? I think 25 caps is way too low personally (2 lockers searched and you have yourself 20ish caps right there) but on the other hand I don't have a solid idea where the upper limit would be. 150 caps maybe? lol ,anyway that's why I'd like to know those 3 stats so I can get a better feel for pricing of meds,weapons & armor.
 
By the end of the game, I was level 20 and had 37292 caps, and finished 24 quests. I also had a locker full of stuff to sell. And I mean full like it would slow down my game whenever I opened it, so I had to split it into two lockers. I found money to be really easy to get in this game.

As for the price of stimpacks, I really don't know. It's too early in the morning for me. Logically, due to the sheer number you find, I would say they'd be incredibly cheap. However, realistically, they should be more expensive to make them at least a bit difficult to get a huge amount of them. In case you're wondering, I had 479 stimpacks at the end. I had been buying them whenever I saw them, just because I needed to spend money.

By the way, I was playing on normal, simply because my first play through of any game is normal, but I did turn that up to hard after awhile.
 
Meat Axe said:
By the end of the game, I was level 20 and had 37292 caps, and finished 24 quests. I also had a locker full of stuff to sell. And I mean full like it would slow down my game whenever I opened it, so I had to split it into two lockers. I found money to be really easy to get in this game.

As for the price of stimpacks, I really don't know. It's too early in the morning for me. Logically, due to the sheer number you find, I would say they'd be incredibly cheap. However, realistically, they should be more expensive to make them at least a bit difficult to get a huge amount of them. In case you're wondering, I had 479 stimpacks at the end. I had been buying them whenever I saw them, just because I needed to spend money.

By the way, I was playing on normal, simply because my first play through of any game is normal, but I did turn that up to hard after awhile.
Cool, thanks for that info. I've actually been investigating further (since I'd like to make this game as "sim-like" as I can) and I found that about 10,000 bottlecaps IRL weighs about 52 pounds. So I'm starting to think of possibly limiting the economy by adding weight to the caps so you literally can only carry so many (taken into account the PC essentials like armor, 3 or 4 weapons of choice etc). I want the game to move toward things having VALUE even if the economy is "shrunk" in numerical terms. Maybe make 10,000 caps the upper limit of what you'd call "rich" in the game and have all items priced with that ceiling in line.

So you could no longer go on buying sprees and instead would have to resort to scavenging as much as possible and only buy what you really need/can. So no more zillion stimpacks and 9000 rounds of ammo.

Course it would still be fairly easy to collect caps since they are all over the place but physical limitations would keep things from going crazy & having tons of money with nothing to spend it on etc. *sigh* man it's frustrating trying to undo & counteract beths design. Why can't they make sure the economy is balanced & functional/useful? It just pisses me off to no end that they didn't even put in the sufficient effort to ensure it was properly done IMO..
 
Looks like the XFO Balance Overhaul pretty much does what you're looking for concerning the economy rebalance. Ammo is scarcer, stimpacks become rare, princing is redone. It doesn't go as deep as rebalancing caps weight but overall it's a step in the right direction. Can be useful as a base for tweaks.
 
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