Shattered Kingdoms

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 Post subject: Re: Ahem...
PostPosted: Fri Nov 11, 2011 6:12 am 
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Mortal

Joined: Thu May 11, 2006 11:00 pm
Posts: 2769
Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
It is obviously the fault of all the vets crowding the MC, that are causing prices to go up.


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 Post subject: Re: Ahem...
PostPosted: Fri Nov 11, 2011 8:14 am 
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Joined: Fri Aug 26, 2011 5:41 am
Posts: 103
The Dark Side is more fun.

There's less random [REDACTED] "hi, how are you, I just saw you 30 minutes ago"/drunk/[REDACTED]/boring fountain RP.


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 Post subject: Re: Ahem...
PostPosted: Fri Nov 11, 2011 8:21 am 
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Joined: Thu May 11, 2006 11:00 pm
Posts: 2769
Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
That's not rubbish, that is serious stuff.


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 Post subject: Re: Ahem...
PostPosted: Fri Nov 11, 2011 8:24 am 
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Joined: Thu Jul 07, 2011 3:01 pm
Posts: 55
Dulrik wrote:
It's simple supply and demand. If you don't like the prices at that store, stop patronizing them. Obviously someone is willing to pay those prices or they wouldn't stay that high. Go to less frequented shops and the prices will be lower.

Ok, can we now have 4 or 5 different shops selling versions of the same thing? In each city?


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 Post subject: Re: Ahem...
PostPosted: Fri Nov 11, 2011 8:52 am 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
ObjectivistActivist wrote:
Dulrik wrote:
It's simple supply and demand. If you don't like the prices at that store, stop patronizing them. Obviously someone is willing to pay those prices or they wouldn't stay that high. Go to less frequented shops and the prices will be lower.


The problem with this idea is that there is not enough competition in the market place to drive the prices down by offering cheaper goods elsewhere. There are plenty of shops that are essentially unique in what they offer, be it consumables or armor for various levels (mostly low-level ones given that high-level characters tend to get their armor by killing NPCs), and monopoly situations always create high prices.

The supply-and-demand idea would work wonderfully if there was competing stores with items that are on par with one another, within the same kingdom. There isn't, though, and largely due to your insistance on scarcity of certain items and materials, will never be.

Willingness to pay the prices and lack of choice in paying those prices are very different things, Dulrik.

SK is not a 21st century economy where every good can be mass-produced at the lowest cost and shipped to nearly every location on earth to be sold at competitive rates. Most items are hand-made by skilled crafters and mages, some of whom have unique knowledge of the techniques and magics required to produce them.

The system is working in that the price rises to as high as the market will tolerate. Clearly these items are of unique enough value that people are willing to pay through the nose for them. If you are one of the people who either can't or are not willing to pay the same price, then you will either have to travel widely to find an equivalent good or settle for an item of lesser quality.

That's the economics system working as it was envisioned to make money valuable enough and items expensive enough that you have to make hard decisions about your purchases instead of just picking up every item you want from every shop.


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 Post subject: Re: Ahem...
PostPosted: Fri Nov 11, 2011 8:56 am 
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Joined: Mon Feb 17, 2003 9:55 pm
Posts: 1365
If you know the game well enough to buy expensive gear, why would travel to another kingdom be a serious hardship?


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 Post subject: Re: Ahem...
PostPosted: Fri Nov 11, 2011 9:11 am 
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Joined: Sat Mar 02, 2002 4:00 pm
Posts: 1444
Location: New York
I agree with oa. I think the economy system is my least favorite thing about sk.


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 Post subject: Re: Ahem...
PostPosted: Fri Nov 11, 2011 9:12 am 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Forsooth wrote:
If you know the game well enough to buy expensive gear, why would travel to another kingdom be a serious hardship?

I never said it was.


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 Post subject: Re: Ahem...
PostPosted: Fri Nov 11, 2011 9:14 am 
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Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Dulrik wrote:
That's the economics system working as it was envisioned to make money valuable enough and items expensive enough that you have to make hard decisions about your purchases instead of just picking up every item you want from every shop.


Again, a viable system, but with severe flaws that could be relatively easily addressed.

The main issue here is that the characters who are forced to make those "hard decisions" are the ones for whom it hinders actual enjoyment of the game for the players. By the time a character is required to be dropping obsidians' worth of coins at the shops for consumables to be competitive amongst their peers, they have the ability to make obsidians' worth of coins with an hour of concentrated effort (not saying it's an enjoyable process, just a possible one). Most of the characters who are required to be using things like store-bought armor and weapons don't have the ability (i.e., skills, HP, PE, ME, or level) to make the coin necessary to buy what they need just to hit a level where it's not essentially suicide to wander from city to city bargain hunting.

It's equally frustrating dying repeatedly while training, then being forced to sit around and wait for multiple SDs to wear off, all for lack of basic gear to train with.

The code works just fine for the high-level store-bought items that it's intended to regulate (vials, wands, scrolls, staves, etc, whose prices skyrocket and stay that way essentially forever), but where it falls apart and detracts from enjoying the playing experience of the game is when it makes it frustrating to even engage in the tedium of leveling to a point where your character is taken seriously. And, yes Dulrik, we are all aware that you don't believe a character needs to be GM before they engage in RP, and in some cases with some players you are correct, but whether you agree with it or not a vast portion of the playerbase just simply will not take a character seriously until mentor/masterish at the least. It's getting to the gateway of that point that the code right now is hindering.


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 Post subject: Re: Ahem...
PostPosted: Fri Nov 11, 2011 9:17 am 
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Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
jhorleb wrote:
I agree with oa.


Shhh. Don't say that, you'll get blacklisted. :P


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