do you think the raising of some of the ammunition prices wa

Post » Tue Dec 13, 2011 2:54 pm

title says it all

i kinda dislike the price raise of 5.56mm, 10mm & .357 sense they are ammunition for low-lvl guns such as varmint rifle, scv rifle , 357 pistol ,cowboy repeater & 10mm pistol......it makes it hard for low-lvl characters sense they are not rich till a high-lvl sum ammo like 308 & 44. are reasonable

edit: "was A bad idea?" srry i svck at typing
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Alisia Lisha
 
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Post » Wed Dec 14, 2011 2:23 am

Negative.

-Gunny out.
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Daniel Lozano
 
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Post » Tue Dec 13, 2011 9:34 pm

Not really. With the price of ammo before I found myself having thousands upon thousands of rounds of every type of ammunition with no problem. At least now it will make ammo a bit harder to obtain
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Natasha Callaghan
 
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Post » Tue Dec 13, 2011 3:27 pm

Not really. With the price of ammo before I found myself having thousands upon thousands of every time of ammunition with no problem. At least now it will make ammo a big harder to obtain

i will admit thats true sense it gives it that "wasteland" feeling
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Rachel Briere
 
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Post » Tue Dec 13, 2011 6:21 pm

It's not too bad.
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Scared humanity
 
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Post » Wed Dec 14, 2011 1:08 am

It should stay how it is now. You can earn so much money in vegas its not even funny. You can be rolling around in caps by the time you reach lvl 10.
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Katie Pollard
 
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Post » Tue Dec 13, 2011 7:49 pm

It doesn't seem to bad to me... then again, my Barter is at 100. I guess Barter is more useful now.
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Natasha Biss
 
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Post » Tue Dec 13, 2011 5:55 pm

No. It's not that much of a price hike for the ammo. It is a little more challenge at the very start of the game, but start killing some bandits and it doesn't take long before you're fine. Just means you put off buying a stimpack or four or whatever else for a little longer, at most. It's rare you need very much ammo on your person at one time....tho I admit having it is comforting. ;)
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naome duncan
 
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Post » Wed Dec 14, 2011 12:25 am

The price of ammo desperately needed a bump in price. Not a lot of people can mass produce it, and most of what is produced goes toward the war effort. Supply and demand. It provides a bigger incentive to make your own, and just purchase the AP and HP rds. I normally handload all my shotgun rounds any ways, that way I can render unto Ceasar what is Ceasar's... at 2400 fps. (coin shot). It's an expensive round, that doesn't provide any damage over normal buckshot, but it's the sweet poetic justice that makes oh so worth it.
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Hazel Sian ogden
 
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Post » Tue Dec 13, 2011 5:43 pm

For 5.56mm, you can always use .223 or 5.56mm Surplus, or .38 Special in place of .357 Magnum. :)
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Cagla Cali
 
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Post » Wed Dec 14, 2011 1:51 am

For 5.56mm, you can always use .223 or 5.56mm Surplus, or .38 Special in place of .357 Magnum. :)

I like .38 special it has a nice kick. And its not that expensive.
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Marcus Jordan
 
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Post » Tue Dec 13, 2011 10:43 pm

For 5.56mm, you can always use .223 or 5.56mm Surplus, or .38 Special in place of .357 Magnum. :)

ya i know but i dont feel comfortable with it breaking my gun faster than usual so it makes me have to sit for like 10 mins thinking "is it worth it" :/ (i understand that the twist so i wont complain)
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Jason White
 
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Post » Tue Dec 13, 2011 12:32 pm

.223 and .38 Special reduce CND decay, so they're actually better for the firearm, but at the cost of reduced damage.
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Peter lopez
 
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Post » Tue Dec 13, 2011 7:34 pm

.223 and .38 Special reduce CND decay, so they're actually better for the firearm, but at the cost of reduced damage.

oh really? i thought they had the same effects as surplus except 38 & 223 made the gun decay faster but more DAM than surplus....,did the patch do that? never notice it
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louise fortin
 
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Post » Tue Dec 13, 2011 6:38 pm

No, we get too much money anyway.
I'd like for every merchant to raise their prices by the minimum of 20%.
Everything's too cheap.
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Heather Stewart
 
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Post » Wed Dec 14, 2011 12:19 am

No, we get too much money anyway.
I'd like for every merchant to raise their prices by the minimum of 20%.
Everything's too cheap.

Same with cyber augmentations (implants.) I just roleplay that the FotA give me a heavy discount from all that I've done to help them, and I still regularly bring in med-x, fixer, and radaway. I also bring in a not so steady supply of vodka (sterilisation of equipment) and super-stims for the real bad injuries they get. I sell the supers though, but always at a discount (as I make them, I bring in a lot and I always sell all but 1 of them whether they have enough caps to cover it or not.)
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Trent Theriot
 
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Post » Wed Dec 14, 2011 2:12 am

It's hard to balance the prices for the very start of the game vs. the amount of caps that can be had relatively quickly or by mid-game, depending on one's playstyle.
Maybe they should rise dramatically at certain chr levels or plot points...inflation & increasing scarcity from the demands of the upcoming fight etc. ;)
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Céline Rémy
 
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Post » Tue Dec 13, 2011 5:34 pm

In my opinion the increase was not significant enough to make a huge impact on the game.
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Mario Alcantar
 
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Post » Tue Dec 13, 2011 7:12 pm

It's hard to balance the prices for the very start of the game vs. the amount of caps that can be had relatively quickly or by mid-game, depending on one's playstyle.
Maybe they should rise dramatically at certain chr levels or plot points...inflation & increasing scarcity from the demands of the upcoming fight etc. ;)

I could dig that, as long as the reason doesn't feel contrived. Like maybe after returning from the fort and killing/helping Ceasar. Or pending how you deal with Cass' personal quest (piss off the Crimson Caravan and they raise the cost of shipping.) Or whether or not you steal the gun runner specs for them.
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Jack Moves
 
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Post » Tue Dec 13, 2011 12:18 pm

It's hard to balance the prices for the very start of the game vs. the amount of caps that can be had relatively quickly or by mid-game, depending on one's playstyle.
Maybe they should rise dramatically at certain chr levels or plot points...inflation & increasing scarcity from the demands of the upcoming fight etc. ;)


That's actually a really good idea. Since caps are alot easier to obtain later on I think the prices should raise a bit to reflect that. Not so much that it's just as hard as it was in the beginning but so it's not to the point that money is moot in the grand scheme of things.
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Sophie Payne
 
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Post » Wed Dec 14, 2011 12:12 am

No
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Luis Longoria
 
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Post » Tue Dec 13, 2011 8:14 pm

It's hard to balance the prices for the very start of the game vs. the amount of caps that can be had relatively quickly or by mid-game, depending on one's playstyle.
Maybe they should rise dramatically at certain chr levels or plot points...inflation & increasing scarcity from the demands of the upcoming fight etc. ;)

sense they do that with weapon teirs it would kinda make sense with the ammo prices
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Minako
 
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Post » Tue Dec 13, 2011 5:26 pm

I'm glad that they upped the prices. It's of course really quite impossible to have a "balanced" economy in open-world games like these but I'm glad to have more money-sinks as it were. Though I think the weapon mods going up in price is probably gonna impact my characters more than the ammo prices.
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lillian luna
 
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Post » Tue Dec 13, 2011 10:20 am

hmm maybe raised ammo prices wasn't such a bad idea after all :/

TY SWAYER FOR SHOWING ME THE LIGHT
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Sunny Under
 
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Post » Tue Dec 13, 2011 1:22 pm

By the time I get to Primm I'm sitting on 34,000 caps, so I don't mind.
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Thema
 
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