Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Mon Feb 02, 2009 12:42 pm 
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Immortal

Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
I've heard stories both ways. I'm guessing that its probably that you've not seen the benefits of the changes I've done. I only just finished the second half of the mud today. I started working on it this weekend. So if you're basing your experience on anything prior today, then start trying it out again. I am done playing with the shopkeeper numbers and types at this point. While I may continue to tweak things in the future, I'm done making massive changes, based on Dulrik's changes in December and updates applied since then. I'll evaluate in a month to make sure these changes are going the right direction. Please give the game at least one reboot so that all the shopkeepers and things are refreshed before making another judgment. Prices will probably be a lot different in many stores.


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PostPosted: Mon Feb 02, 2009 12:57 pm 
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Mortal

Joined: Thu Jan 22, 2009 4:41 am
Posts: 2596
Location: Witness Protection
SK Character: Cyndane - Talys
My biggest pet peeves about this system are...

A) You go get literally like 50+ objects, like 7-8 copies of the same set of eq (my capacity + charm's capacity) because they're easier to collect...and you go sell them...and you START OFF getting like 5 gold each, and it quickly drops to like 1 gold each.

B) You go put the time/effort into getting something a bit more unique (say some mithril/etc) and wind up with like 10-15 pieces only, but hey, it's better, right? Then you go to the store and wind up getting the same price that you would get for the crappy stuff(yet you have less of it), because apparently the game goes "HAHA SOMEBODY SOLD THIS STUFF YESTERDAY!!! SCREW YOU!!!"

If you're going to have a "supply and demand" system, or wtfever, there needs to be a way to check the values for what is NEEDED, before you go waste your damn time getting the stuff.

This system is completely stupid anyways, because very rarely will anybody sell something worth buying to a SHOP because even for ADAMANTITE ARMOR the max you get is like...3 platinum a piece.


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PostPosted: Mon Feb 02, 2009 1:32 pm 
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Immortal

Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
These are future changes I've already suggested. That the rarity of the material type should also adjust its cost upwards as it becomes rarer. Another change I've suggested is having the value of items based directly upon the "stats" of the object. For example, armor rating, number of charges, weapon type. I think those are logical suggestions. A gemstone treasure should certainly fetch more than a glass treasure, regardless of level. Armor that gives the best ratings for its material type should cost more than something with very low ratings. Weapon types that are limited and more dangerous should fetch markedly higher prices than the simpler and less deadly ones. I agree with your sentiments exactly, but we can only work in baby steps.


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PostPosted: Mon Feb 02, 2009 1:40 pm 
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Mortal

Joined: Thu Jan 22, 2009 4:41 am
Posts: 2596
Location: Witness Protection
SK Character: Cyndane - Talys
*insert more complaining*




















<3 :P


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PostPosted: Mon Feb 02, 2009 1:42 pm 
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Joined: Mon Mar 31, 2003 4:02 pm
Posts: 748
I haven't had any trouble finding eq that sells for 1 plat per piece.


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PostPosted: Mon Feb 02, 2009 1:43 pm 
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Mortal

Joined: Thu Jan 22, 2009 4:41 am
Posts: 2596
Location: Witness Protection
SK Character: Cyndane - Talys
Yeah, and I have no problem finding NPCs that die in 2 rounds from my charm and drop 4-7 gold. Makes the shop system pretty pointless.

1 platinum per piece isn't much. Especially since the amount of that you probably manage to get to sell isn't very much. You'd need to sell FIFTY pieces, for a whopping....5 obsidian. 5 obsidian won't get you very far.

This is of course not even bringing up the fact that a lot of characters can't carry that much crap. Shamans, priests, bards, warlocks...not really packmules, and they don't have pets that can carry things for them.


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PostPosted: Mon Feb 02, 2009 1:57 pm 
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Immortal

Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
Like I've said, you're basing your assumptions on variables that may very well no longer be the same. After the reboot, perhaps give it a go.


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PostPosted: Mon Feb 02, 2009 2:11 pm 
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Joined: Thu Jan 22, 2009 4:41 am
Posts: 2596
Location: Witness Protection
SK Character: Cyndane - Talys
Stop lying to me, Achernar! :cry:


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PostPosted: Mon Feb 02, 2009 2:20 pm 
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Immortal

Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
I have literally worked hours today over half the game's starting cities. So I don't know what area in particular you're trying to sell things in, but I'm sure that many shops will be working differently soon. I hope it makes things closer to what I've imagined. If I get a chance I'll create a character and go try it out sometime this week.


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PostPosted: Mon Feb 02, 2009 2:54 pm 
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Joined: Thu Jan 22, 2009 4:41 am
Posts: 2596
Location: Witness Protection
SK Character: Cyndane - Talys
What do you MEAN!?


:cry: :cry: :cry:

omg, join the MC!


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