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What is your overall opinion of these changes?
Positive 83%  83%  [ 58 ]
Negative 17%  17%  [ 12 ]
Total votes : 70
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PostPosted: Tue Jan 06, 2009 1:08 pm 
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I guess money matters more now. Seems that it was the intended objective.


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PostPosted: Tue Jan 06, 2009 1:43 pm 
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Joined: Fri Oct 24, 2003 7:26 am
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Location: Under my covers... sleeping
Redman wrote:
As soon as I find another coin source I am sure someone else is going to also and it is just going to drive the price through the floor.


It's not as difficult as you think. :wink: The amount I get when farming is less, but I can still make just under what I used to in the same amount of time. It's kinda a double-edged sword. Now that you can sell unlimited amount of items to one shopkeeper, you don't have to run around to all of them. On the flip side, you have to think outside of the box a bit more to get the items to sell. :P (So far, it's a buff to sorcs more than anything though. These changes make it a bit more difficult for some classes...)

sleeper


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PostPosted: Tue Jan 06, 2009 1:44 pm 
Yay! The class that needed no buffs got yet another one. :roll:


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PostPosted: Tue Jan 06, 2009 3:01 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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So you save time while selling stuff by not having to go to multiple shops. Yes, this was intended. To make good money, you want to try to sell a variety of items instead of the same items over and over. At least I hope that's what people are doing, because that was intended.

It should mean that shops get stocked with a bigger variety of merchandise, making them more useful for people who want to buy things. And if there is a larger variety in the shop, then you don't have to buy the same item every time, which should mean that you can find a roughly equivalent item for a reasonable price. No, it likely won't be as perfect as the one you wanted. But in a market economy, not everyone can afford everything they want. It's what makes money valuable.

One theory I've developed since the changes: It may be that items don't stay in shops long enough before they rot for this model of shop diversity to fully take place yet. On that, I ask for opinions.

But back to the main topic, you need to alter your patterns in response to the economy change. If you always continue to buy and sell the exact same items, it SHOULD clobber you. The way to make money is to buy for cheap and sell for a lot. That's pretty much the basis for a market economy. There are still important market forces that are not present or are hard to deal with right now. We now have 'demand' but 'supply' is inconsistent, because some items are still available in infinite quantities. It's also hard to store goods until they gain value so you can resell them at a profit.

I have ideas for both of those in the future. And no, it won't involve letting people horde anymore high level items than they do now. But there are other things that need to be worked on right now, and I want to first see the full effect of the most recent changes.


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PostPosted: Tue Jan 06, 2009 3:16 pm 
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Dulrik wrote:
One theory I've developed since the changes: It may be that items don't stay in shops long enough before they rot for this model of shop diversity to fully take place yet. On that, I ask for opinions.


Probably wouldn't be a bad idea to extend the time. If it hasn't been tweaked, I'd have often found something I sold to a shopkeeper 4 hours ago gone. (No, the shopkeeper didn't get killed, because an hour befre he had one or two items remaining from what I sold him).

sleeper

PS Times are not 100% accurate.


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PostPosted: Tue Jan 06, 2009 3:17 pm 
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Joined: Wed Jun 18, 2008 8:26 pm
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Dulrik:

I see what you're getting with that, and you might save yourself a lot of time by fishing around in the Coding parts one of the TMC-style forums. Games with a DIKU/Circle style code that contain the haggle ability very commonly have the descending value based on supply, so much so that it even works in concert with the haggle ability.

The only problem I've seen with these games is that they don't tend to "reset" the shops at normal intervals so that the cycle can continue without the game being reset/crashed/rebooted.


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PostPosted: Tue Jan 06, 2009 3:20 pm 
Ok but you have to make equilvilant items across the board in order to make you buy things.

My detection devices have gone from about 1.6 platinum to 3.7 platinum, that wouldn't be bad but I am selling mithril armor for less than 8 gold a piece. I used to sell leather for a platinum and a half a piece but I was limited in how much I could sell, now I sell 30+ pieces of the same leatehr and don't even make an obsidian. All the stuff I want to buy is way too expensive and the stuff I have to seel drops in value quickly because any sorc just runs around gathering armor at various locations and selling it enmass driving down the price and finding a new set and repeating so everyone is trying to sell the same stuff and mithril armor for less than a platinum a piece is a bit overboard.

Your model doesn't seem to take into account NO pc will buy the armor another PC has sold, so there is no market for it, nor will there ever be. The armor we sold was junk and we just needed coin to get supplies. So what happens is people are running around selling off everything which noone will ever buy but your system says the price will go up when people buy it, but noone ever buys it. It also seems to state that things like food and detections and supplies will go down when there is less of a demand for them, but the same thing happens is people who can run around the world quickly buy the cheapest stuff and it sky rockets the price. The problem with this is that noone will sell their detection stuff because they need it, so the prices just sky rocket.

Sorry D but your idea is alright, but seems flawed in the long run.


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PostPosted: Wed Jan 07, 2009 2:29 am 
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Joined: Wed Sep 24, 2008 12:21 pm
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Dulrik wrote:
So you save time while selling stuff by not having to go to multiple shops. Yes, this was intended. To make good money, you want to try to sell a variety of items instead of the same items over and over. At least I hope that's what people are doing, because that was intended.

It should mean that shops get stocked with a bigger variety of merchandise, making them more useful for people who want to buy things. And if there is a larger variety in the shop, then you don't have to buy the same item every time, which should mean that you can find a roughly equivalent item for a reasonable price. No, it likely won't be as perfect as the one you wanted. But in a market economy, not everyone can afford everything they want. It's what makes money valuable.

One theory I've developed since the changes: It may be that items don't stay in shops long enough before they rot for this model of shop diversity to fully take place yet. On that, I ask for opinions.

But back to the main topic, you need to alter your patterns in response to the economy change. If you always continue to buy and sell the exact same items, it SHOULD clobber you. The way to make money is to buy for cheap and sell for a lot. That's pretty much the basis for a market economy. There are still important market forces that are not present or are hard to deal with right now. We now have 'demand' but 'supply' is inconsistent, because some items are still available in infinite quantities. It's also hard to store goods until they gain value so you can resell them at a profit.

I have ideas for both of those in the future. And no, it won't involve letting people horde anymore high level items than they do now. But there are other things that need to be worked on right now, and I want to first see the full effect of the most recent changes.


Even if you do buy something from a shop it still rots somewhere down the line. This is why even if I've by chance found a +50 spear of awesome in a shop I've never bought it.


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PostPosted: Wed Jan 07, 2009 9:30 am 
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Joined: Tue May 31, 2005 9:16 am
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I like the new economy system- I look forward to seeing how it gets expanded, seems it could lay the necessary groundwork for a real system of tradeskills and maybe even a trade skills class like an alchemist! :D ;) . I think the vast majority of changes made in recent years have been great.


I've got a question, though. I was carrying a few pieces of exotic armor from one of the less-travelled areas in the game. I was also carrying a few pieces of equivalent level armor (and with equivalent limit #) from a nearby, easily accessible, frequently travelled area. When I sold the items, the shopkeeper offered me nearly equivalent prices for the items.

I'm certain that the 'exotic' armor is bought & sold less often, as it takes some work to acquire, and as such it seems that it would have a higher value, being more rare.

The local armor seems that it should've been far cheaper, given that it's locally produced and more often bought & sold & worn by more people.

How do these considerations work with the new economy?


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PostPosted: Wed Jan 07, 2009 9:43 am 
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Joined: Sun Dec 07, 2003 1:51 am
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Location: Denmark!
For certain, prestigeous areas there could be a modifier - for example, stuff from the wasteland could be sold with a 100% bonus to the ordinary, calculated price.


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