[CF-Devel] Re: Possible item price bug

crossfire-devel at archives.real-time.com crossfire-devel at archives.real-time.com
Thu Apr 22 00:07:43 CDT 2004


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
     
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     selling items. The existing function is very "aggressive" in this regard
     
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     but the new function gives much more money (see functions titled "new
     
     >>
     
     function (limit ...)") in attached image).
     
     >>
     
     
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      Using value alone to determine selling price is not necessarily good as
     
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      it makes it harder to charge more and pay less which would improve the
     
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      economy.  On the other hand value is a big part of a dynamic accounting
     
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      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
     
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      modifier that would limit or otherwise impact the amount given for sold
     
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      items in conjunction with the item value.  If I recall, thoughts that
     
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      have been brought up were along the lines of:
     
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      -store 'level' - where the higher level stores (floors actually) can pay
     
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      more for higher value items much like they produce higher value items, 
     
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      -citizen ship  - where players can accquire/purchase a citezship and
     
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      will get a price penalty when dealing with stores not affiliated with
     
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      their home city/area,
     
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      -special shops - or converters actually which give more for high value
     
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      items allowing shops in general to give less,
     
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      - an modifier system which could be set by either ingame or
     
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      configuration files.  Maybe even something that adjusts by game calendar
     
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      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.


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