On 8/13/05, Mark Wedel < mwedel at sonic.net > wrote: > > If memory serves, garbled actually put in code that did sort of the supply and > demand thing. IIRC, prices to buy stuff were basically nothing. > > The most basic is that there is little stuff that players buy in stores. Yeah, this is why I haven't tried to deal with macroeconomic supply and demand. I doubt I ever shall. > Also, I think the crossfire approach goes back to a long line of RPG games, > where you go back and sell your stuff in the shop. > > Looking over the patch, a few quick thoughts: > 1) Why not put shop_greed as its own field to make it easier to pull that data out? well, the thing is that if I start doing that, it can lead to a stupid number of map headers. I have been writing in a prefered race to the things it can parse for, I suspect other things may be added with time. Also with a single line to parse, it is easier to write a simple bash script to find the best place to sell any given item, not that anyone would do that of course.... :) > 2) Another thought would be to add a shop_cap value or the like. Right now, in > the sell function, there is a point where objects higher than a value become > worth quite a bit less (lines 155-160 in shop.c). Having these adjustable based > on shop could also be interesting (high level players wouldn't find scorn shops > very useful, but places like lake county or brest could be more useful). And there we have another thing :) actually that is an idea I really rather like, I don't know if there is a nice way tell a player that they are up against the cap though, (maybe in the description in c_object?) > Likewise, havinga shop_min_value which is the cheapest items shops will buy > from players could be interesting (shops have a minimum standard to uphold) - > selling junk at the brest shop is not likely to be welcomed. yes, this also would work quite nicely > One could see having 'membership' shops - have to pay to be able to use it, > but also get better prices. this can be done by setting the greed to a value less than 1, and having a key of some kind in the map. (obviously maintaining balance in such a situation would be a problem for the map makers, but that is always the case.) > 3) From a player perspective, depending on the difference you get in the > specialized shop, I think it will still be convenient to have general shops - > maybe get .75 value or something - I just don't really want to have to wander to > 5 shops to sell my loot, and am willing to pay something for the convenience factor. > Yeah, I have the penalty for being a general store at 50% at the moment, that is trivial to change though if that is too harsh