Post by Zhoreb on May 3, 2004 11:36:30 GMT
This thread makzimia.proboards19.com/index.cgi?board=BUY&action=display&thread=1083492007 made me think about the Fredian economy, and the viability of player merchants.
I'm trying to play a character (Anoushka) who tries to make money selling equipment (to PC's, not shopkeepers). But because making money is so easy, it has almost no trade value. That's probably why most crafters don't ask money for their services, but pelts, other items or (myrk) ingots, or give away items for free.
I hope something can be done to make player merchants more viable.
Moving MYRK around is a good start. Makes the high end stuff a little more rare. What I'd also like to see is nerving the possibility to sell crafted items to shopkeepers. Make it harder to make a few million gold. Now you can make a million in a few minutes crafting high end equipment and selling it to a shopkeeper. You could argue that shops need to be supplied, but hey, they only sell your equipment as long as you don't leave the area.
A few possibilities I can think of right now:
ex. 1) If a shopkeeper has a limited budget, he can only buy a certain amount of items before he runs out of money. He needs to sell first before he can buy again. The flow of money on the island can be controlled a bit this way.
ex. 2) If shopkeepers would never pay say 2500 gold each crafted item, people would think twice about selling 50 myrkandite daggers. People can still make enough money to continue their craft, but will not make insane amounts of money in a short time.
ex. 3) If shopkeepers would only buy the lower end crafted items (<2500 gold), crafters can still make enough money to continue their craft, but have to find PC's to sell their high end stuff.
ex. 4) Shopkeepers won't buy the same item in excessive amounts. Only 2 or 3 of each item. Buying 50 items of the same kind makes no sense. (especially when a clean up script removes them from the store after the seller leaves the area)
All possibilities require an amount of scripting (I think , so even if Makz is willing to nerve things, it might not even be possible --> I know nothing of the NWN engine and scripting tools.
But I'd love to see the faces of players when a shopkeeper tells them for the first time:
"I have no need of {insert name of item}", or
"I am sorry, but I cannot afford {insert name of item}"
I'm trying to play a character (Anoushka) who tries to make money selling equipment (to PC's, not shopkeepers). But because making money is so easy, it has almost no trade value. That's probably why most crafters don't ask money for their services, but pelts, other items or (myrk) ingots, or give away items for free.
I hope something can be done to make player merchants more viable.
Moving MYRK around is a good start. Makes the high end stuff a little more rare. What I'd also like to see is nerving the possibility to sell crafted items to shopkeepers. Make it harder to make a few million gold. Now you can make a million in a few minutes crafting high end equipment and selling it to a shopkeeper. You could argue that shops need to be supplied, but hey, they only sell your equipment as long as you don't leave the area.
A few possibilities I can think of right now:
ex. 1) If a shopkeeper has a limited budget, he can only buy a certain amount of items before he runs out of money. He needs to sell first before he can buy again. The flow of money on the island can be controlled a bit this way.
ex. 2) If shopkeepers would never pay say 2500 gold each crafted item, people would think twice about selling 50 myrkandite daggers. People can still make enough money to continue their craft, but will not make insane amounts of money in a short time.
ex. 3) If shopkeepers would only buy the lower end crafted items (<2500 gold), crafters can still make enough money to continue their craft, but have to find PC's to sell their high end stuff.
ex. 4) Shopkeepers won't buy the same item in excessive amounts. Only 2 or 3 of each item. Buying 50 items of the same kind makes no sense. (especially when a clean up script removes them from the store after the seller leaves the area)
All possibilities require an amount of scripting (I think , so even if Makz is willing to nerve things, it might not even be possible --> I know nothing of the NWN engine and scripting tools.
But I'd love to see the faces of players when a shopkeeper tells them for the first time:
"I have no need of {insert name of item}", or
"I am sorry, but I cannot afford {insert name of item}"