Shattered Kingdoms

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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: Fri Jan 09, 2009 3:53 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Well it looks like I did leave one carrying limitation in place. It turns out that I had doubled it instead of completely removing it. I had written the shop changes in November, so I misremembered that detail.

Not sure if it makes sense to completely eliminate it. At the very least, I need to add a paging system to shops first, and probably the items in the store will need to be ordered by category and price?


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PostPosted: Fri Jan 09, 2009 3:58 pm 
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Location: Redwood City, California
Redman wrote:
Yeah that's my point, junk will become worthless, and say even cheap vials are going to be like an obsidian or better.

The system will not just keep going down to zero worth. The farther down you go, the less each additional sale decreases the price. The farther up you go, the less each additional purchase increases the price.

Also remember that demand is based on a revolving two-week window. If nobody bought an item for two weeks, it will go back to the original price. And if people buy about the same number per day, the average price won't actually change day over day.


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PostPosted: Fri Jan 09, 2009 5:45 pm 
Any way we can get the skill learning curve looked at? Takes a hell of a lot of EXP to learn skills as opposed to before.


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PostPosted: Fri Jan 09, 2009 7:01 pm 
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Joined: Fri Jul 21, 2006 9:04 am
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Location: Not in the south anymore. Woohoo.
Just seems like more because it takes less XP to be able to advance than it did before at lower levels.


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PostPosted: Sat Jan 10, 2009 4:53 am 
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Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
B00ts wrote:
Just seems like more because it takes less XP to be able to advance than it did before at lower levels.
Exactly.


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PostPosted: Thu Jan 15, 2009 10:09 am 
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Joined: Thu Sep 02, 2004 7:36 am
Posts: 1471
I still think that xp for learning skills needs to me looked at. Just for my point I will show you what I mean.

First before the change levels were 1000 xp and skills to train were 50 xp. Now when the level is brought down to 100 xp to level and skills training are still 50 xp. Now that is a half of a level at the low side. That is an awful lot of xp to have to learn something.

I would like to see something in the lines of different levels of xp needed for different skills based on level. So there would be a check to see your class to see what skills you have at what level and charge a set xp amount that is more in tune with the new levels.


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PostPosted: Thu Jan 15, 2009 11:42 am 
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Joined: Thu Dec 22, 2005 7:27 am
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Location: Hiding
I've been training skills just fine, I think you need to realize that INT mods = a good thing when learning skills.


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PostPosted: Thu Jan 15, 2009 12:18 pm 
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Joined: Fri Oct 24, 2003 7:26 am
Posts: 1908
Location: Under my covers... sleeping
Dulrik wrote:
The system will not just keep going down to zero worth. The farther down you go, the less each additional sale decreases the price. The farther up you go, the less each additional purchase increases the price.

Also remember that demand is based on a revolving two-week window. If nobody bought an item for two weeks, it will go back to the original price. And if people buy about the same number per day, the average price won't actually change day over day.


Have you also ever thought about making certain items more valuable. To name one instance, I sold (some not so great level rings) that I have had two of the three instances of. Despite their level, these things are much more valuable than the 8 gold they sold for, given the scripts on them and limited number of instances in the game. I think part of your problem is no one has incentive to sell stuff like that, and so no one has an incentive to buy it, and the economy tumbles into disaster until reboot.

sleeper


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PostPosted: Thu Jan 15, 2009 12:58 pm 
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Joined: Sun Dec 07, 2003 1:51 am
Posts: 1682
Location: Denmark!
If you want to sell genuinely useful items, selling them to players is still by far the better idea - and I think that's fine.

This change just prevents the same junk from being sold over and over - it doesn't make it worthwhile to actually vendor-sell genuinely good items.


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PostPosted: Thu Jan 15, 2009 9:18 pm 
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Joined: Thu Sep 02, 2004 7:36 am
Posts: 1471
Teh_Peso wrote:
I've been training skills just fine, I think you need to realize that INT mods = a good thing when learning skills.


My char has max int. I am not that much of a noob.


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