Currency...

Post » Sun Mar 06, 2011 4:53 pm

Mr. Swayer, if you happen to read this again, can Obsidian patch casinos so it is easier to get Denarius for coin shots?
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Alexander Horton
 
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Post » Sun Mar 06, 2011 7:16 am

Indeed. :hubbahubba:


Still, I'd think various factions would have different perceptions of value for currency. Especially the BoS - why would they even accept legion or NCR money?

Why would they accept bottle caps? Money is money and if they want to trade they'll use whatever the other people are calling money (though I think they mostly just trade in broken down laser rifles).

I truly felt that there should have been merchants allied directly with the NCR that dealt only with NCR money and same concept for Legion. A system that would work with specific merchants caps is replaced by NCR money and they will not accept caps or legion currency at all (won't even show up in the trade window). Would take some work to create this and honestly, I don't see a real point to do so other than for the realistic appearance. After all, you aren't going to be able to buy things in Montana using Mexican Pesos. You can't even do that on the border side of the US in Texas. In Mexico, however, you can pay for things in pesos, USD, I don't think they accept Euros on the street but you may even be able to work out a trade. That is how I see trade in FONV working. If it holds value somewhere then its worth bargaining with.

I agree that caps should be the base currency but in NCR controlled region, their money should hold more meaning.
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Natalie Harvey
 
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Post » Sun Mar 06, 2011 6:43 am

The multiple currencies seem to me to be simply fodder for modders :hugs: There are lots of things that are seemingly meaningless that may gain prominence in DLC or Mods.

What concerns me more is that after completing several of the ending scenarios I have less of an emotional attachment to NV than I had to the earlier games. I am having much less trouble tearing myself away from the computer to do things in real life.

That said, there are real multiple ending paths (unlike earlier games—BOS you know who you are) that require replaying substantial portions of the MQ. In this regard they (Obsidian) have succeeded where earlier games have failed. I can see a possibility of having to replay the game (or sequester multiple save-games) in order to play subsequent DLC or a completely new game (ala Mass Effect) that would be based on my NV ending.

The caveat is, I'm just not captivated by NV.
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Penny Wills
 
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Post » Sun Mar 06, 2011 2:15 am

Yeah I would have liked there to be a couple of vendors in the game who would only accept one currency, meaning you'd have to try and save up lots of one currency in order to get excusive items only they sell, would really give it a bit more of a use imo
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rolanda h
 
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Post » Sun Mar 06, 2011 5:48 am

I have my own currency, and it works like this:

Dead peoples guns = My big new shiny gun.
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April
 
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Post » Sun Mar 06, 2011 4:23 am

Unlike Pre-War money, Legion Money and NCR Money are not affected by the Barter skill. I.e. $5 NCR is always worth 2 caps and a Legion Aureus is always worth 100 caps.


Interesting. I for one didn't notice this at all. But now that you mention it, I realize that I've always been trading 100$NCR for 40 caps regardless of my barter level.

60 hours in and just a couple of quests from finishing the main storyline, I haven't found a single use for my NCR money or Legion Denarii except exchanging at the casinos. Not one.


You can trade with it, just like ammo or random junk you pick up. Except it has no weight, so it's a handy way of building up a lot of value if your trading partner doesn't have a lot of caps.

I wonder if currency is always *sold* at a flat rate regardless of your barter skill or the trader's usual absurdly high markup... I'll have to look into that.


Part of the thing that has devalued the bartery-ness (??) of Fallout 3/FNV is that caps are essential to have. You have to make bribes, and you have to pay for repairs. Repairs can cost thousands and thousands of caps: repair technicians will not accept goods in barter for their services, only caps.

The other part is that you can find most of what you need in the wasteland by scavenging. I don't think I've ever *bought* stimpacks or Rad-X or things like that. Most of the times you get your weapons by scavenging, and you'll even get most of your ammo by scavenging if you're into the ammo-reloading game. There's very little that you need to visit a vendor *for*, and thus, there's little sense of "I need this medicine more than I need caps". You end up accumulating tens of thousands of caps because there's nothing consumable that you're spending it on. With the exception of ammunition, you rarely go to a trader to get things, you go there to sell things.

So yeah. To increase the "barter" factor and reduce the mountain of liquid capital that players accumulate, almost all "exchange of value" transactions should allow you to barter goods and equipment, and, there should be more stuff that players need and merchants have.
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Soraya Davy
 
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Post » Sun Mar 06, 2011 9:58 am

Traveling merchants should accept all currency at personal exchange rates. In New Vegas... there should have been a dedicated money lender/ currency exchanger (outside of the casinos).
(Not having been in Vegas yet, I don't know if they did; I assume not).
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oliver klosoff
 
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Post » Sun Mar 06, 2011 9:32 am

I'd like to clear up a misconception, pre-war money is NOT a currency. Why would you think it was? its effected by barter, it can't be traded in at casinos, and its not carried by a faction. Pre-war money is likely used for toilet paper. Its old soft cotton paper, a much better choice then using the leaves off some desert plant,

Here is the thing though... Fallout used a wooden table as the barter menu. You placed what you had on the table, and placed what you wanted (of theirs) next to it, and asked if they would trade (by clicking the button). If the values were equal or better (in their favor) they would trade. Caps were the equalizer, not the a real point of the trade.
[indent]Fallout 3 sort of screwed this up by using Oblivion's gold mechanics, and making everything cost gold/caps... You can't really trade a rifle for a pistol and stimpack without altering the amount of caps you have, because the game uses different barter mechanics.

Umm how closely did you pay attention to buying and selling in Fallout 3? or even Fallout 1? I don't see how anything has changed, except you have to wait a while for merchants to replenish there caps, [instead of simply exiting conversation and reentering] and the value difference in caps is counted automatically for convenience. In Fallout 1 you could trade for 999 caps really quickly but reaching number in the middle was a huge pain in the )*)*#.

The barter system is the same as it was in previous games, they simply streamlined it so you don't have to count out the caps manually.
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Khamaji Taylor
 
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Post » Sun Mar 06, 2011 3:03 pm

I'd like to clear up a misconception, pre-war money is NOT a currency. Why would you think it was? its effected by barter, it can't be traded in at casinos, and its not carried by a faction. Pre-war money is likely used for toilet paper. Its old soft cotton paper, a much better choice then using the leaves off some desert plant,


Umm how closely did you pay attention to buying and selling in Fallout 3? or even Fallout 1? I don't see how anything has changed, except you have to wait a while for merchants to replenish there caps, [instead of simply exiting conversation and reentering] and the value difference in caps is counted automatically for convenience. In Fallout 1 you could trade for 999 caps really quickly but reaching number in the middle was a huge pain in the )*)*#.

The barter system is the same as it was in previous games, they simply streamlined it so you don't have to count out the caps manually.
In Fallout 1 or 2 you could trade a machete and flares for fruit and bullets even if you had zero caps (and you would walk away with zero caps). In FO3 you select an item for trade and are visibly owed its value in caps .

As I said , its not a really big deal, because Bartering does work, but it is different in several ways, and changes the focus from trading gear to buying and selling it. (Bottle caps were an OPTIONAL equalizer to balance out a trade if need be).
*Though they were used for drinks and in casino games.
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Nims
 
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Post » Sun Mar 06, 2011 1:30 pm

I don't think I ever suggested some Bardi-esque currency inflation/speculation gameplay, just that the different factions had different forms of currency and that each was "backed" differently: caps are water-backed by Hub merchants due to the decline of the inflated NCR fiat currency and Legion money is not "backed" at all, but of value due to the use of commodity rare metals. The currencies are there for flavor and to reflect something larger about the societies that use them.


As you say, the currencies are there for flavor, but wouldn't it be more practical/more useful to actually have them mean something instead of just another weightless loot? Now I'm not trying to say what should or should not be done with the game (i loved it, the writing you put on it is phenomenal - when considering games today), just asking that when it was advertised as something that does take place in the game, shouldn't it have taken a bit more impact? Shouldn't it have taken a priority as a gameplaymechanic, as it was boasted to be?
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Kelly Tomlinson
 
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Post » Sun Mar 06, 2011 4:52 pm

Shouldn't it have taken a priority as a gameplaymechanic, as it was boasted to be?

I never boasted about it as a game mechanic. I explained that the different factions had different currencies (they do) and what the ideas behind the currency were. I explained this because community members were spinning their wheels debating about it for literally pages upon pages.

Yes, exploring more game mechanics with currency could certainly be interesting. Many things could be more interesting if they were more fully developed. We expanded crafting, ammunition subtypes, weapon modification, melee and unarmed special moves, and added gambling minigames, among other things. Devoting time to complex currency mechanics didn't seem like something that was worthwhile given everything else we were doing.
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carley moss
 
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Post » Sun Mar 06, 2011 12:07 pm

yup they missed a trick here. EVERYBODY would like their NCR dollars to be worth more in NCR camps and vice versa. or how about a shop where you could ONLY spend NCR/legion money? oh well, still a feckin awesome game
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CORY
 
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Post » Sun Mar 06, 2011 11:15 am

I never boasted about it as a game mechanic. I explained that the different factions had different currencies (they do) and what the ideas behind the currency were. I explained this because community members were spinning their wheels debating about it for literally pages upon pages.

Yes, exploring more game mechanics with currency could certainly be interesting. Many things could be more interesting if they were more fully developed. We expanded crafting, ammunition subtypes, weapon modification, melee and unarmed special moves, and added gambling minigames, among other things. Devoting time to complex currency mechanics didn't seem like something that was worthwhile given everything else we were doing.


Oh, I didn't suggest you specifically did, but it was boasted as gameplaymechanic by someone. Three different currencies, whoopaloo. Anyway, it isn't a big thing (as the weaponskill and str requirements, which I thought would be in a bigger role).

There are a lot of things you could've done better, but at this point it all spoils down to speculation. I hope you get another go at Fallout where you can show your own interpretation of the core gameplay too.
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Hussnein Amin
 
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Post » Sun Mar 06, 2011 5:55 pm

In Fallout 1 or 2 you could trade a machete and flares for fruit and bullets even if you had zero caps (and you would walk away with zero caps). In FO3 you select an item for trade and are visibly owed its value in caps .

Once again you can do the same in Fallout 3, the only difference is caps are counted for you.
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Suzie Dalziel
 
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Post » Sun Mar 06, 2011 10:44 am

I really don't remember "hyping" alternate currency, though the subject was certainly a very hot topic on the forums and folks speculated (lol) about it a lot.

Unlike Pre-War money, Legion Money and NCR Money are not affected by the Barter skill. I.e. $5 NCR is always worth 2 caps and a Legion Aureus is always worth 100 caps. I don't think I ever suggested some Bardi-esque currency inflation/speculation gameplay, just that the different factions had different forms of currency and that each was "backed" differently: caps are water-backed by Hub merchants due to the decline of the inflated NCR fiat currency and Legion money is not "backed" at all, but of value due to the use of commodity rare metals. The currencies are there for flavor and to reflect something larger about the societies that use them.

Interesting how Barter doesn't affect the value of the other currency. I like how thats done.
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neil slattery
 
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Post » Sun Mar 06, 2011 10:02 am

hey hey denari have 1 good use coin shot ^_^
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kitten maciver
 
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Post » Sun Mar 06, 2011 11:07 am

I agree with you 100% (AshJ).

The system you suggested with a few minor tweaks sounds like a great implement, i think its all worthless because no one really knows who would end up ruling the mojave area.
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Taylrea Teodor
 
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Post » Sun Mar 06, 2011 5:39 pm

Interesting how Barter doesn't affect the value of the other currency. I like how thats done.

Because pre-war money is toilet paper not currency
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Erich Lendermon
 
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Post » Sun Mar 06, 2011 8:15 am

Yeah, I was also expecting varying exchange rates depending on the faction affiliation of the vendor.


Me too.

The alternate currency is pointless as it stands and they might as well have just gone with caps across the board.

I get the feeling this feature was going to be implemented better and got cut short.
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Dezzeh
 
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