EDIT: Mute did the Black Market update and added it into mgftw during December 23rd 2019's changelog. Thanks to everyone who helped out! Hey'll, this is a suggestion thread mainly made since HonorCode gave us some ideas on how cash can be reworked or improved upon within mgftw. Here's the entirety of the discord chat as of 18th October: Spoiler: Discord Chat - 18th October 2019 mlemToday at 1:42 AM How cash do you perceive as a lot? $10k? $100k? $1m? $10m? timkit [™۞]Today at 1:49 AM I usually perceive 10 million as a lot of cash Akagi [™۞]Today at 1:52 AM 1m doesn't get much but 10mil does for me timkit [™۞]Today at 1:53 AM 10k as a low level is a lot of cash 1m as a mid level is a lot of cash 10m as a high level is a lot ^^ Akagi [™۞]Today at 1:53 AM fair to say it's progressive timkit [™۞]Today at 1:53 AM yeah mlemToday at 1:55 AM It would be interesting to revisit prices and cash gains to make the transition more smooth and perhaps add more options to transform cash into meaningfull things for example, access to event buffs from the past for a high price we will see timkit [™۞]Today at 1:56 AM hm Akagi [™۞]Today at 1:56 AM hmm i think the problem will only be if low-mid levels doesn't get involved much to full servers then they'll have problems obtaining more cash timkit [™۞]Today at 1:56 AM that would be interesting, even though we can pay for most event buffs with cupid tokens mlemToday at 1:57 AM true timkit [™۞]Today at 1:57 AM as for buff enhancements these days in the high 2xx they cost a few million cash unfortunately... outside of quests there isn't a lot of cash earning options mlemToday at 1:58 AM we are thinking on revamping buffs a little bit, and it seems like a very good opportunity to address and reformulate cash as a currency it would be very cool to hear everyone's opinion in this after all, we want to build this as a community c: timkit [™۞]Today at 1:58 AM indeed ^^ as for cars Akagi [™۞]Today at 1:59 AM how about those enhancements that require sn materials timkit [™۞]Today at 1:59 AM I could see them being improved upon a bit Akagi [™۞]Today at 1:59 AM i always think of it as pretty hard to get timkit [™۞]Today at 1:59 AM there are only a few maps where you can search for them, and the cash gain given isn't a lot plus the jackpot at 1/500 car chance Akagi [™۞]Today at 1:59 AM drooling over at multi-health dispenser but i need rocks and katanas but most of the time we fail those sns timkit [™۞]Today at 1:59 AM only gives $3500 - $5000 mlemToday at 2:00 AM there is not a really well defined definition of cash atm we need to revisit everything and is very hard for us MuteToday at 2:00 AM the main issue with the cars is their positions have to be defined manually mlemToday at 2:00 AM as we are not in ntouch with the efforts required to obtain it MuteToday at 2:00 AM and it only works on static cars so we'd have to scour every map for a static car and place it timkit [™۞]Today at 2:01 AM I see... MuteToday at 2:01 AM its why i went with the other option and adding cash as findable items, infinitely easier since i made an algorithm for world items that works pretty good timkit [™۞]Today at 2:01 AM ^^ MuteToday at 2:01 AM occasional items out of bounds but yeah mlemToday at 2:01 AM hey, what about a marketplace timkit [™۞]Today at 2:01 AM cash as a findable option certainly helped out low levels a lot mlemToday at 2:01 AM unique for each person, where you can buy parts on it but the items are random and change daily with some sort of limit I have seen this pattern in other games Akagi [™۞]Today at 2:02 AM the pile of cash is nice timkit [™۞]Today at 2:02 AM hm a marketplace Akagi [™۞]Today at 2:02 AM good idea timkit [™۞]Today at 2:02 AM interesting idea Akagi [™۞]Today at 2:02 AM mostly if it sells the sn materials totally not begging for easy enhancements mlemToday at 2:03 AM lol so, it could be something like this FarmerToday at 2:04 AM 1 rock for 10m cash(edited) mlemToday at 2:04 AM Available items for sale today - Katana (1 available) - Thing 2 (2 available) - Thing 3 (1 available) but the thing is, you can only purchase them when a requirement is met(edited) you must have attempted their specific scenarios at least one regardless if it fails it will reduce frustration and if you fail, and is a lucky day, you could purchase the material anyway with some cash my keyboard is failing and eating letter, great Akagi [™۞]Today at 2:06 AM fair enough mlemToday at 2:06 AM idk, I think it is a good concept timkit [™۞]Today at 2:06 AM I see... that's not a bad idea for purchasing rare crafting materials mlemToday at 2:06 AM it sucks to try for 30 minutes and then fail, and gain nothing for the time wasted ZyrahToday at 2:06 AM I'm happy with the idea c: timkit [™۞]Today at 2:06 AM common crafting materials atm, outside of finding mlemToday at 2:06 AM this presents as an opportunity to feel a small reward at least timkit [™۞]Today at 2:06 AM can be purchased for 1,500 base price FR-Pills perhaps this is worth making a forum thread about ^^ Akagi [™۞]Today at 2:17 AM indeed timkit [™۞]Today at 2:17 AM will make 1 after the current scenario finishes ^^ mlemToday at 2:18 AM alright, thanks tim! timkit [™۞]Today at 2:18 AM no problem So... basically HonorCode wanted to find ways of improving the cash gain within mgftw, given that the transition from low to mid to high levels in terms of cash requirements could be improved upon better. Idea #1: Access to event buffs from the past for a high price. This isn't a bad idea. However I'd only see specific types of players buying event buffs using cash if they knew that they couldn't get the event buffs easily (I.e. not having the chance to gain event or scenario related currency). Plus as akagi says the problem is that low-mid levels do not have a lot of ways of gaining cash fast, outside of quests, that is if they don't get involved enough on the mgftw servers. Idea #2: Revisit every area and facet of cash and make balance changes to cash earning across all levels. In addition to this idea, HonorCode wanted to address and reformulate cash as a currency. This is given since right now, there isn't a very clear definition to the cash currency within mgftw. This means that everything to do with cash will have to be revisited. There isn't really enough effort being put in to obtain cash given with these low-mid levels. NOTE: Back in V1.8, mute added in cash as a findable item. Which when compared to searching for cars to loot for cash, is easier to find on the ground, given that he made an algorithm for world items, which appears to work pretty good. There are instances sometimes where orange items get put out of bounds but that's fair enough. Idea #3: marketplace Unique for each person, you can buy parts on the marketplace, however the items that you see are random and change daily. There would a limit as to how much of the parts you can buy. This pattern has been seen in other popular MMO games such as Final Fantasy XIV and WoWC (World of Warcraft Classic). HonorCode stated that the marketplace could be something like this: Available items for sale today: - Razorblade Katana (x1 available) - Part #2 (x2 available) - Part #3 (x1 available) You can only purchase these parts when a requirement is met, which you must have attempted their specific scenarios at least once. Regardless of a win/fail. This reduces frustration, and if you fail it can still be a lucky day for you, letting you purchase the material using cash. He knows how much it sucks to try and do any scenario for 30 minutes, but end up failing it and getting no rare crafting material At least it represents an opportunity to have the feeling of getting a small reward for your efforts. For the market place though, it wouldn't exactly be an easy solution to the crafting materials. Some players themselves have hundreds of millions of cash compared to other players who don't, simply because those rich players use Exp and Cash Boosters to get more cash faster. So as vaka says, best not to make this idea a Pay to win too much. As for more of vaka's thoughts on idea #3: As for rare crafting material cash prices, they could also be based on the current win rate of said scenario (given that right now out of all daily scenarios, Summit has the lowest win rate and Special Cargo has the highest win rate). If the win rate of scenarios is high, then the price for a particular rare crafting material (associated with that high win rate scenario) would be high. If the win rate of scenarios is low however, then the price for a particular rare crafting material (associated with that low win rate scenario) would be low. As for rare crafting materials, it could also be made so that you can only buy certain ones like on the days when their scenarios are available to be hosted. So for example you could only be able to buy tempered rocks on fridays, but then on sunday everything becomes available. So that's pretty much it for HonorCode's ideas related to cash. Let him know in the forum thread or in discord on #pr-discussion if you have any ideas or questions related to this topic! The poll is up above as well if you want to vote on HC's ideas. Thanks for reading!