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BertoV

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About BertoV

  • Birthday October 31

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    Berta Torres

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  1. Racing Days Memories - BTR RACING
  2. The car system itself is just another example of many economy systems that make no sense. the main issue of the second-handed market is that for the user is actually BETTER to buy a car from a second-handed dealership rather than buying it new: why? Simply because age, milleage mainly don't have a direct effect on their experience. They can move from A to B equally in a 20 mile 2-day car than in a 2000 mile 2-month car. If they have to buy it new they have to pay a lot more to register it. Money that they'll automatically loose because the reference value for reselling a car is the Market Price: aka, the price this vehicle costs without being registered. Even worse: if you're a bit lucky, you'll be able to find that car fully tuned and with security parts, mods that cost roughly 100.000 no matter which is the vehicle. So here's my question: if you can buy it used but cheapper and at the end it will be like having it new, why are you supposed to spend more on acquiring the car new and even more to tune it and secure it? The scrap command makes also no sense. Why would I use the /vscrap if I'll find someone that will buy my 3500 mile 3-year car for almost what I paid for it being new? The second-handed car market is just a result of a system that makes no sense. Due of the lack of actual factors that make the market value decrease. Well we all know milleage affects the price, but most of the users don't give a shit. There's a golden rule in economy that says that the market value of anything is the highest price anyone is willing to pay for something. In other words: always that players consider used cars are a better option than buying them new, they will buy them used. Possible solutions to this Any vehicle should have a life cycle: - It's maximum value should be when new. - It's market price should be lower with time and milleage - Given a point, it should worth more to use /vscrap than reselling the car. How can this be achieved: 1. Introducing a breakdown simulator. This is just a probability calculator, such as blackjack or poker. Once each x times your car will be stopped by the system and you will have to call a workshop to service the car, before you're even able to use it again. Ideally, this shouldn't disappear with /vp or server restarts. But will be a massive help already to have it even though. Why? Simply because using this, the player will have an actual reason TO NOT buy a used-car: you can, it will be cheapper, but you will be annoyed more due of breakdowns. 2. The breakdown probability should be DYNAMIC: to make it realistic, it should increase with age, milleage, and after-market performance parts. So the bigger those are, the higher the probability of using a breakdown is. Likewise the market value should be a dynamic value, instead of only being a value that tells you how much costs a car unregistered. It should DECREASE with milleage, and age (time since the car was bought new). Is how market value mainly decreases in official systems such as EUROTAX, for example. 1. Age decreases market price 2. Milleage decreases market price 3. After-market performance parts should increase market price, but increase also the breakdown chance 4. After-market security parts should increase market price too. Following this rule there will be a point that the user will decide to go to the second-handed dealership to look for a car with less than XXX miles and YYY time. Otherwise he'll spend the difference on Auto Exotic and time of play will be invested on having the car repaired. Also there will be a moment in which trying to sell a car will no longer be feasible. So /vscraping them will occur. And people will use more the new car dealers.
  3. Updated at 18/06: We're hiring! 🙂
  4. Updated @ 18/06 Next season information
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