> I have another concern about the new function: The price adjustment > should tone down expensive items to limit the money one can get by > selling items. The existing function is very "aggressive" in this regard > but the new function gives much more money (see functions titled "new > function (limit ...)") in attached image). > Using value alone to determine selling price is not necessarily good as it makes it harder to charge more and pay less which would improve the economy. On the other hand value is a big part of a dynamic accounting system which would be hard to replace. One thing that was brought up in the past was some sort of store modifier that would limit or otherwise impact the amount given for sold items in conjunction with the item value. If I recall, thoughts that have been brought up were along the lines of: -store 'level' - where the higher level stores (floors actually) can pay more for higher value items much like they produce higher value items, -citizen ship - where players can accquire/purchase a citezship and will get a price penalty when dealing with stores not affiliated with their home city/area, -special shops - or converters actually which give more for high value items allowing shops in general to give less, - an modifier system which could be set by either ingame or configuration files. Maybe even something that adjusts by game calendar or with a dm command. Me I like the idea of handing out / selling citizenship to places (using the arches and player inventory naturally) there are other fun things that could later be tied off this - especially NPC stuff. Maybe we could even do a combination of some of the above. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel