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Arconomy: Balance Update 2023 #77055

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merged 3 commits into from
Jul 29, 2023

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ArcaneMusic
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About The Pull Request

Hey everyone I've been dead and tired and distracted and wage cage'd and hopefully you'll see why in the coming weeks but this isn't that PR this is something slightly different

So! Changes in this Pull Request:

  • I've implemented the changes in Changes the species pay modifier to a 10% reduction.聽#76999 but with the commented suggestion so that now, mechanically, the foreign species modifier is now considered to be the floor payment amount. This means a functional buff to human paychecks, but in game it's still represented as a non-human nerf.

  • The inflation mechanic on vending machines has been removed. This means that vending machines will keep a consistent cost at all times. Inflation as a mechanic is still utilized for mail, as well as kept on the SS level in order to ensure that the market crash events still works properly.

  • Market Crash event has been improved, with some new flavor messages added, as well as using a new formula where inflation increases for the period of the event along a 5.5*log(time) scale.

  • Tweaks have been made to the accounting computer TGUI to better follow standard conventions and not use a labeledList. It also properly shows the player facing paycheck modifier as well. It also looks a bit better now!

Why It's Good For The Game

Justification for the change on the 90% paycheck modifier change has been discussed in #76999 already, but going with the more positive spin angle.

The inflation mechanic in general has rather unintuitive for a number of reasons, but the biggest one being that the mechanic doesn't really have any bearing that players in-game can really effect. Especially with passive paychecks, the only way to work around inflation is to make... other players spend their money. That's hardly an easy task with a 10 player crew, let alone a 90 player crew. Plus, the outcome is that it... punishes players for engaging with the economy if done correctly? Point being it was a decent idea but it doesn't mash with the desired outcomes of the player economy in it's current state.

Improvements to the accounting TGUI showcase were necessary as a result, and just look a bit nicer (I will get a screenshot in a moment). There is still room to potentially look into command staff being able to give raises/pay-cuts to crew but I'd want to treat that similar to opening up crew slots, so I'm putting that off for now.

Changelog

馃啈
qol: Improvements to the accounting console in the HOP office.
balance: Non-human species now receive a 90% racial paycut, up from 75%.
balance: The inflation mechanic affecting vending machines has been removed, except during the market crash event.
balance: The market crash event now stands as it's own separate event, and ramps up the cost of vendor items until finally popping and returning to normal. Market crash now lasts longer to have more impact while it scales with time.
/:cl:

@tgstation-server tgstation-server added Balance Changes to functionality that modifies how effective certain methods are at powergaming UI We make the game less playable, but with round edges Quality of Life Increasing esword damage is not a quality of life for traitors labels Jul 24, 2023
@FernandoJ8
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It's actually a 90.9% racial paycut (nerd emoji)

@atlasle
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atlasle commented Jul 24, 2023

can you make vending machines always have the same prices for things instead of basing it off the paychecks, so people can remember them and it creates a baseline so people can understand what money is worth

@ArcaneMusic
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can you make vending machines always have the same prices for things instead of basing it off the paychecks, so people can remember them and it creates a baseline so people can understand what money is worth

That's... what this change already does. When I say prices are based on paychecks, it doesn't mean that vending machines adapt their prices to YOUR paycheck, they're set to the amount of a player's patcheck who's expected to buy it.

Eg: a item is worth 50% of a standard paycheck (50 credits), so without inflation it's going to cost 25 credits for everyone and as a coder you know that's like 2.5 minutes of paycheck

@atlasle
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atlasle commented Jul 24, 2023

I know but can't paychecks be altered by random events in the round? would these alter vending machine prices then?

@ArcaneMusic
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I know but can't paychecks be altered by random events in the round? would these alter vending machine prices then?

Paychecks and payscale are not altered by random events, so those do not alter vending machine prices. The market crash event alters vendor prices temporarily, but not paychecks.

@atlasle
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atlasle commented Jul 25, 2023

alright thank you very much this pr is great

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@Jacquerel Jacquerel left a comment

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Huh it almost seems like the word "economy" has turned off other maintainers from reviewing this 馃
Anyway there's actually not much to comment on here, pretty much looks good to me aside from that I am not sure that your tick fires as advertised.

code/controllers/subsystem/economy.dm Outdated Show resolved Hide resolved
code/modules/events/market_crash.dm Outdated Show resolved Hide resolved
code/modules/events/market_crash.dm Outdated Show resolved Hide resolved
code/modules/events/market_crash.dm Outdated Show resolved Hide resolved
ArcaneMusic and others added 2 commits July 29, 2023 11:20
Co-authored-by: Jacquerel <hnevard@gmail.com>
@Jacquerel Jacquerel enabled auto-merge (squash) July 29, 2023 15:32
@Jacquerel Jacquerel merged commit 72379e9 into tgstation:master Jul 29, 2023
19 checks passed
comfyorange added a commit that referenced this pull request Jul 29, 2023
github-actions bot added a commit that referenced this pull request Jul 29, 2023
NaakaKo referenced this pull request in Bird-Lounge/Skyraptor-SS13 Jul 29, 2023
## About The Pull Request
Hey everyone I've been dead and tired and distracted and wage cage'd and
hopefully you'll see why in the coming weeks but this isn't that PR this
is something slightly different

So! Changes in this Pull Request:

- I've implemented the changes in #76999 but with the commented
suggestion so that now, mechanically, the foreign species modifier is
now considered to be the floor payment amount. This means a functional
buff to human paychecks, but in game it's still represented as a
non-human nerf.

- The inflation mechanic on vending machines has been removed. This
means that vending machines will keep a consistent cost at all times.
Inflation as a mechanic is still utilized for mail, as well as kept on
the SS level in order to ensure that the market crash events still works
properly.
- Market Crash event has been improved, with some new flavor messages
added, as well as using a new formula where inflation increases for the
period of the event along a 5.5*log(time) scale.

- Tweaks have been made to the accounting computer TGUI to better follow
standard conventions and not use a labeledList. It also properly shows
the player facing paycheck modifier as well. It also looks a bit better
now!

## Why It's Good For The Game

Justification for the change on the 90% paycheck modifier change has
been discussed in #76999 already, but going with the more positive spin
angle.

The inflation mechanic in general has rather unintuitive for a number of
reasons, but the biggest one being that the mechanic doesn't really have
any bearing that players in-game can really effect. Especially with
passive paychecks, the only way to work around inflation is to make...
other players spend their money. That's hardly an easy task with a 10
player crew, let alone a 90 player crew. Plus, the outcome is that it...
punishes players for engaging with the economy if done correctly? Point
being it was a decent idea but it doesn't mash with the desired outcomes
of the player economy in it's current state.

Improvements to the accounting TGUI showcase were necessary as a result,
and just look a bit nicer (I will get a screenshot in a moment). There
is still room to potentially look into command staff being able to give
raises/pay-cuts to crew but I'd want to treat that similar to opening up
crew slots, so I'm putting that off for now.

## Changelog

:cl:
qol: Improvements to the accounting console in the HOP office.
balance: Non-human species now receive a 90% racial paycut, up from 75%.
balance: The inflation mechanic affecting vending machines has been
removed, except during the market crash event.
balance: The market crash event now stands as it's own separate event,
and ramps up the cost of vendor items until finally popping and
returning to normal. Market crash now lasts longer to have more impact
while it scales with time.
/:cl:

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Jolly-66 pushed a commit to TaleStation/TaleStation that referenced this pull request Jul 29, 2023
Original PR: tgstation/tgstation#77055
-----

## About The Pull Request
Hey everyone I've been dead and tired and distracted and wage cage'd and
hopefully you'll see why in the coming weeks but this isn't that PR this
is something slightly different

So! Changes in this Pull Request:

- I've implemented the changes in #76999 but with the commented
suggestion so that now, mechanically, the foreign species modifier is
now considered to be the floor payment amount. This means a functional
buff to human paychecks, but in game it's still represented as a
non-human nerf.

- The inflation mechanic on vending machines has been removed. This
means that vending machines will keep a consistent cost at all times.
Inflation as a mechanic is still utilized for mail, as well as kept on
the SS level in order to ensure that the market crash events still works
properly.
- Market Crash event has been improved, with some new flavor messages
added, as well as using a new formula where inflation increases for the
period of the event along a 5.5*log(time) scale.

- Tweaks have been made to the accounting computer TGUI to better follow
standard conventions and not use a labeledList. It also properly shows
the player facing paycheck modifier as well. It also looks a bit better
now!

## Why It's Good For The Game

Justification for the change on the 90% paycheck modifier change has
been discussed in #76999 already, but going with the more positive spin
angle.

The inflation mechanic in general has rather unintuitive for a number of
reasons, but the biggest one being that the mechanic doesn't really have
any bearing that players in-game can really effect. Especially with
passive paychecks, the only way to work around inflation is to make...
other players spend their money. That's hardly an easy task with a 10
player crew, let alone a 90 player crew. Plus, the outcome is that it...
punishes players for engaging with the economy if done correctly? Point
being it was a decent idea but it doesn't mash with the desired outcomes
of the player economy in it's current state.

Improvements to the accounting TGUI showcase were necessary as a result,
and just look a bit nicer (I will get a screenshot in a moment). There
is still room to potentially look into command staff being able to give
raises/pay-cuts to crew but I'd want to treat that similar to opening up
crew slots, so I'm putting that off for now.

## Changelog

:cl:
qol: Improvements to the accounting console in the HOP office.
balance: Non-human species now receive a 90% racial paycut, up from 75%.
balance: The inflation mechanic affecting vending machines has been
removed, except during the market crash event.
balance: The market crash event now stands as it's own separate event,
and ramps up the cost of vendor items until finally popping and
returning to normal. Market crash now lasts longer to have more impact
while it scales with time.
/:cl:

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
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5 participants