I think these are almost exactly the old settings included in Economy Overhaul. I removed them because they don't actually make much difference to gameplay and actually could make the late-game easier. The difference in sell values is minor (few percent) above a skill of 25 (which is where most players will be). The main issue with the economy is that it's too easy to get caps by selling abudant items like weapons, ammo, alcohol, chems, and cigarettes, so that hasn't really been addressed. The difference in buy values is much greater, but players rarely buy items aside from weapon mods in the early-mid game. If prices are too high, players will just not buy smaller items, which disincentives using an already underused feature of the game imho. Furthermore, most hardcore players will race to 70 Barter anyway to get the Pack Rat perk.
I came to the conclusion that the vanilla end-points were fine, but the formula would have been better if it was exponential like the condition formula. That way, sell and buy prices could be kept low/high for a longer part of the game.
This mod has improved my experience tremendously, thank you. It makes me pay attention to what I loot, invest in the repair skill, and really enhances the hardcore style playthrough. Thanks!
Hi, this was really great, and it got me thinking - what if we could rebalance some other skills like this too? Just reducing skill points earned per level has a limit to effectiveness since the game's skill checks are built around a more normal progression. I'd love to be able to subtly nerf guns, explosives, energy weapons etc. to my tastes. For example, I find that I use guns way too much. They're easy to access and energy weapons aren't much stronger, and if I mod them to be that much stronger they break the entire game-balance. But if I could reduce how much guns benefit from their skill I could create an implicit nudge to play otherwise!
If it's similar to this mod and not too difficult, it'd be awesome. If it's not that similar to this mod and would actually be quite difficult, it's quite alright - I'm very happy with this mod as is.
32 comments
I came to the conclusion that the vanilla end-points were fine, but the formula would have been better if it was exponential like the condition formula. That way, sell and buy prices could be kept low/high for a longer part of the game.
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If it's similar to this mod and not too difficult, it'd be awesome. If it's not that similar to this mod and would actually be quite difficult, it's quite alright - I'm very happy with this mod as is.