On a related note for consideration, I have always liked the idea of having shops pay a bit more and sell for a bit less if the player is a citizen of the same region as the shop. A citizenship marker object of some sort - available for a reasonable fee. For economy sake, I think it would be better if this worked by actually making the shops pay a bit less and cost a bit more if the player's marker *didn't* match the store region. Just a thought. > > From: Brendan Lally < brenlally at gmail.com > > Date: 2005/08/11 Thu PM 06:12:16 EST > To: crossfire at metalforge.org > Subject: [crossfire] specialised shops > > this patch https://sourceforge.net/tracker/index.php?func=detail&aid=1257092&group_id=13833&atid=313833 > implements shop specialisation. > > Shop maps now can specify things that they specialise in, and if the > player has an item that is in one of those categories, then they get a > better price than if they are not. > > General stores with no specialisation offer a price somewhere in > between, and shops that specialise in many categories offer worse > prices than those that are tightly focused. > > players no longer see the exact sale price when they click on an item, > instead they see an approximation based upon the level of the > bargaining skill. > > Without the bargaining skill they get a textual estimate (some gold, > lots of plat, a few silver, etc.) > > Shops can also specify a 'greed' value, in the shop string, this > allows shops like the blackmarket or scorn's house of healing to offer > bad prices without setting the value to arbitrary amounts that > interfere with stacking and are exploitable to level bargaining. > > There are several issues with this as it stands. > > 1) should shops be able to give lower prices for objects than others > would sell for? I am inclined to say yes, but not for generated > equipment. That needs to have some way to distingush things that a > shop has brought, and things that it had generated. (probably a new > flag somewhere) > > 2) Is the ratio of prices for specialised shops reasonable? I am > unsure about this one myself. > > 3) does the format of the shop string need to change or be extended? > > What I would like to see is that a lazy high level player might get > far less than they otherwise would for valuable equipment, and a > player who knows what they are doing could then rebuy the stuff that > is dropped, (for more than it was sold for trivially) and sell it for > more in a specialised shop. > > Possibly the rest of this belongs on the maps list, but without the > above context it won't make much sense. > > Since the string that defines the shop is in the map header, it > follows that there should only be one shop on each map. I have checked > the maps-bigworld distribution and found the following. > > grep -r "shop_mat" * | uniq -c | sort -n | cut -d ':' -f 1 > ... > 3 unlinked/kandora/elcyon/gnome_hut - one shop > 4 brest/brest.cvt - one shop > 4 brest/brest.scrolls.right - one shop > 4 darcap/darcap/circus/shooting - two shops > selling the same things > 4 mlab/citydeclouds/citydeclouds2H - one shop > 4 santo_dominion/shops/rings - one shop > 4 unlinked/Greyshield/Fortress - two > shops should be able to tile along x=20 > 6 mlab/citydeclouds/citydeclouds2A - two shops > tile onto other maps ( a nightmare to deal with) > 6 mlab/citydeclouds/citydeclouds2F - one shop > 6 scorn/shops/scorn.sale1 - one shop > 8 mlab/citydeclouds/citydeclouds2B - tiles from > cdc2A - similar issues > 8 navar_city/misc/market1 - 4 shops, > will tile cleanly (and fix a shop listing map bug at the same time) > 8 santo_dominion/lord_byron/main - 4 shops might > break in interesting ways > 8 unlinked/vol_vill_shops - 4 > shops, will tile nicely > 8 wolfsburg/dept_store - 4 > shops will tile nicely > 9 mlab/citydeclouds/cdcbigstore/cdcbigstore2f - one shop > 10 mlab/citydeclouds/citydeclouds2E - a maze of > shops, I don't want to even attempt to touch this one. > > > so then, the only maps that may cause problems to split up are > > unlinked/Greyshield/Fortress > mlab/citydeclouds/citydeclouds2A > mlab/citydeclouds/citydeclouds2B > santo_dominion/lord_byron/main > mlab/citydeclouds/citydeclouds2E > > the 'shop' string is optional, without it shops just won't give such > good prices, I am therefore inclined to ignore the fortress and SD > maps. > > mikee if you are reading this, your comments on this wrt your mlab > maps would be appriciated. > > _______________________________________________ > crossfire mailing list > crossfire at metalforge.org > http://mailman.metalforge.org/mailman/listinfo/crossfire >