Todd Mitchell wrote: >> 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. Note that the price cap, and curve, only comes in to play when selling items. This has been in the code a long time - basically, it means you can't get 50,000 pp for something, but something could still easily cost that much. Now if you buy such an item, you get a major drop in resale price, but probably not a big deal. > 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. All those are good ideas, but I think go beyond the question at hand - how much should one get for really expensive item - how much does it increase for really expensive items. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel