neuroguy wrote: » @Damokles That suggests you would be ok buying gear from NPC vendors which means they'd need to sell wears comparable to craftable gear. I guess inferior since you say "if you don't have much money" but it kind of requires knowledge of player market prices to tune the prices.@wanderingmist So then what would the difference between a metro shop and a city shop be? Number of slots? Or just the intrinsic population difference where more people in metros will provide higher variety of things for players to buy? Also for this to be valid, items need to sell for a reasonable price at vendors. Would you suggest that you can only sell certain wares to the appropriate vendor? Do they have limited money? Why would a player sell to a vendor NPC instead of setting up shop to sell to other players?
Wandering Mist wrote: » I personally like how the shops work in Old School Runescape. The general stores sell some very basic items as standard (cooking tools, woodcutting tools, etc), as well as any items that other players sell to the store. So if I sell some arrows to the general store, another player can purchase those arrows. The more of an item in a store, the cheaper that item is. I like this because it means every general store might have different things, and you can pick up some really good deals from them if you are lucky.
neuroguy wrote: » @Damokles That suggests you would be ok buying gear from NPC vendors which means they'd need to sell wears comparable to craftable gear. I guess inferior since you say "if you don't have much money" but it kind of requires knowledge of player market prices to tune the prices.
Shoklen wrote: » Could go the star wars galaxies way.. No NPS merchants at all, everything player made... (At least at the start, in time there were drops but that's another topic..) Players making and crafting everything made the game very interesting in the early months. Add in gear decay, and crafter's stayed busy nearly the entire time keeping players geared. For a game in 2002/2003, galaxies did a lot right, though also did a lot wrong and crashed.. heh.. That said, sounds like our characters themselves will be the vendors in Ashes.. and with limited inventory space we can only sell so much.. and will be caravans to get even more from one city to another if you want to sell "over there".. since there is no "global market".
Wololo wrote: » I like the idea too of NPC's selling goods only after you complete a quest for it (like in GW2 with Karma vendors after heart quests). Or if they are the same race, same ZoI, same organisation, same corruption stage or only offer goods after a certain siege or event. That could make some NPC's very potent and sought after. Ofcource it would be metagamed but the more variation they bring in this the more it will tie into other systems and professions.
Damokles wrote: » I would rather say that crafted gear would take its minimum prices FROM the npc shops. Crafted gear would never fall below "NPC" gear,.
Damokles wrote: » NPC Gear: normal rarity, good armour, no special stats = very cheap
swooxie wrote: » Either make no npcs or makes npcs where you can only sell gathered materials and let them create the armor/weapons/jewel for them to sell (if the hit an required amount). Never liked that npc have unlimited items.
TheNobleOne wrote: » What do we think about the idea of allowing players to literally make money (Smith it)? That should eradicate the need for an NPC stall at all. Could it work?
Damokles wrote: » TheNobleOne wrote: » What do we think about the idea of allowing players to literally make money (Smith it)? That should eradicate the need for an NPC stall at all. Could it work? Players would need the specific resources (copper/bronze, silver, gold etc), and at that point people would just barter with goldbars xD
neuroguy wrote: » TheNobleOne wrote: » What do we think about the idea of allowing players to literally make money (Smith it)? That should eradicate the need for an NPC stall at all. Could it work? Lol like coins? Probably not, you would need sufficient "coin" to start up the economy as a fully barter economy is tough to pull off I think. I think it would simply be too hard but I could be wrong. Tangent: I will say that my fave economy in any game, which I will preface by saying I do not think is possible to pull off in an MMORPG, is the one in Path of Exile. In that game, the "currency" is crafting items. Even in that game people default to measuring/evaluating value in terms of 1 or 2 crafting items like silver and gold coins butttt I always thought it was really cool that you traded crafting potential. It eliminates needing currency sinks and causes interesting dynamics in terms of pricing around economic resets but I think it only works for the type of game it is: heavy RNG and the same crafting system for every player. So again, I don't think it will work in an MMO and I don't think it's worth trying even lol.
Wandering Mist wrote: » TheNobleOne wrote: » What do we think about the idea of allowing players to literally make money (Smith it)? That should eradicate the need for an NPC stall at all. Could it work? The downside is that this system would be very very hard for new players who wouldn't have a stable income until they get to the point where they can harvest worthwhile materials to sell for gold. Much like real life, this system allows the rich to get richer, and often stops the poor from getting their foot in the door.
TheNobleOne wrote: » I think it's worth experimenting tbf. I mean... you won't know till you've given it a go right? To avoid people bartering with anything but the coins, there needs to be demand for it and I think that can be achieved by allowing the systems such as the Housing system to only deal with coins. Hope I'm not being confusing here
neuroguy wrote: » TheNobleOne wrote: » I think it's worth experimenting tbf. I mean... you won't know till you've given it a go right? To avoid people bartering with anything but the coins, there needs to be demand for it and I think that can be achieved by allowing the systems such as the Housing system to only deal with coins. Hope I'm not being confusing here Think I follow but then you are motivating the manufacturing of gold coins just for the sink (i.e. property). You would probably need a way to pump that gold back into the pocket of players or it just sinks into property and stagnates without property to buy. I don't really like the system though, people may not be happy with barter offers, may feel scammed or may just hoard until the coin economy is up and running. On the other hand, what does it add? It adds some crafting options, immersion from some realism I guess, and as mentioned, makes it easier for devs to control the economy. All of those positives could be achieved through other various means as well, I don't think the coin making is uniquely good at anything or contributes sufficient positives to justify it. It's also just super hard to predict shit with AoC already given how most of us are not used to MMORPGs without fast travel, inventory limits, and the many innovative systems it's trying to create. They need to have some grounded/relatable shit too haha.