(sorry if double post, wrong sender adress used) I like the idea of not knowing *exact* price of items (unless you know how to bargain) and the idea of 'search for best buyer'. One note i would like to add: There is no much player to player exchanges in game. People sell stuff from dungeon in shops and buy the +4 amulet lying in shop. This, amongst other things, breaks economy of game. I know currently running server have players with tons of stuff and money, difficult to reverse tendency. However, one way to stabilize a bit economy (for new players at least) would be to have shop offer very poor price when player is the seller (Hey, shops are basically selling, not buying :) ) and have shops limited in the quality of items created (artefacts and powerfull common stuff should never be found in shops, this would increase their value at eyes of players) currently if a player wants to make money, all he has to do is loot stuff from city hall and such (like table, clocks) and sell them. This is should be corrected too. Imagine you enter a computer shop and tell the vendor: 'i have a CPU to sell', do you really think you would get anything from the vendor? You'd better try your luck outside store proposing your cpu to clients (even if the vendor might get out with a shotgun :p) Le Vendredi 12 Août 2005 00:12, Brendan Lally a écrit : > 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 > > -- David Delbecq Royal Meteorological Institute of Belgium - Is there life after /sbin/halt -p?