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Author Topic: small idea about shops  (Read 1937 times)

small idea about shops
« on: November 17, 2011, 08:53:18 pm »

Set variable prices for all items in shops,
the price depends on how much items allready in stock. So a trader wont buy something (or at least for a lower price)
if he has allready an big amount of that stuff. On the other side he will pay more caps for "rare" items.

I think this avoid the situation that shops have no money because they bought 15000 pieces BB ammo, or thousands of radios.
And will add the ability for real trading tours. for example: You can buy a cheap item in San Francisco because the shopkeeper had
a lot of them, then you can travel to junktown and sell it for a better price.
Maybe a possibilitie for making playerbased caravan drives or some kind of that stuff...
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runboy93

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Re: small idea about shops
« Reply #1 on: November 17, 2011, 09:09:06 pm »

I got something like this on my mind long time ago, but i forgotten to make topic about it :)
Thanks for remind me.

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Re: small idea about shops
« Reply #2 on: November 17, 2011, 10:59:55 pm »

Actually is a nice idea
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Re: small idea about shops
« Reply #3 on: November 18, 2011, 09:35:16 am »

Maybe a possibilitie for making playerbased caravan drives or some kind of that stuff...

Basically this will make players do like this: they will figure out something that's easy to get and has a good selling price. For example fnfals from Khan raiders. A player will go around the world and fill shops with fnfals until there are no shops that buy them for good price. Then they will sell 14mm pistols, then 10mm smgs, then combat shotguns, then tommyguns. There's plenty of crap to sell.
So in the end shops would be still full of items players don't want to buy but there'd be more variety which means more clutter that's even worse than 1000k BBs because we need to scroll more.
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Sarakin

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Re: small idea about shops
« Reply #4 on: November 18, 2011, 10:18:59 am »

Good suggestion, but Im sure it was suggested countless times.
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Re: small idea about shops
« Reply #5 on: November 18, 2011, 11:09:16 am »

Well imho those NPC shops are highly overrated. With proper player auction this effect would occur on its own from emerging free playerdriven market and maybe caps would start to be used as a money and not only resource for making cars and bases.
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Re: small idea about shops
« Reply #6 on: November 18, 2011, 11:24:14 am »

Basically this will make players do like this: they will figure out something that's easy to get and has a good selling price. For example fnfals from Khan raiders. A player will go around the world and fill shops with fnfals until there are no shops that buy them for good price. Then they will sell 14mm pistols, then 10mm smgs, then combat shotguns, then tommyguns. There's plenty of crap to sell.
So in the end shops would be still full of items players don't want to buy but there'd be more variety which means more clutter that's even worse than 1000k BBs because we need to scroll more.
Deterioration.
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Re: small idea about shops
« Reply #7 on: November 18, 2011, 12:54:03 pm »

Basically this will make players do like this: they will figure out something that's easy to get and has a good selling price. For example fnfals from Khan raiders. A player will go around the world and fill shops with fnfals until there are no shops that buy them for good price. Then they will sell 14mm pistols, then 10mm smgs, then combat shotguns, then tommyguns. There's plenty of crap to sell.
So in the end shops would be still full of items players don't want to buy but there'd be more variety which means more clutter that's even worse than 1000k BBs because we need to scroll more.


You're forgetting that if this were implemented the prices for buying items would also vary. Meaning that if Buster has 100 FnFals, lower levels may be able to afford them also.  Meaning more of them would be sold.  The thread author is describing a supply and demand system that WOULD VERY MUCH BE WARRANTED AND MAKE TOTAL SENSE.

The pricing on weapons is sometimes VERY bad.  I find some guns 0% costing thousands less than some weapons that are up to 70-80% deterioration. 

-------

TL:DR

SUPPLY AND DEMAND SYSTEM WOULD WORK!
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kraskish

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Re: small idea about shops
« Reply #8 on: November 18, 2011, 01:08:06 pm »

TL:DR

SUPPLY AND DEMAND SYSTEM WOULD WORK!

Or additionally, as was suggested, the shopkeepers could also repair items so that they stack if they got above of 10 items of the same kind.
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avv

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Re: small idea about shops
« Reply #9 on: November 18, 2011, 02:59:49 pm »

Couldn't the npc merchants try to keep track what items are bought by players? It could work like this:
Scrap barter, turn it into buy and sell, in both cases it's items traded for caps. Never items for items.
When player buys something with caps, it increases demand for that item. So next time the npc restocks, he will restock a bit more of that item.
When demand increases, so does the price for the item for selling and buying alike.

So if it's buffout, players will buy more and it will be restocked more. Those who want to sell it, make good caps by selling it. This way npc vendors are sort of middlemen in player to player trading.

If some item won't get sold, its demand will drop and so will the price for selling and buying. It will also restock less, in the end not at all until it is bought.
This means that npc merchants will:

- Restock items that players buy with caps
- Pay more for items players want to buy
- Rectock and pay less for items that players don't want


You're forgetting that if this were implemented the prices for buying items would also vary. Meaning that if Buster has 100 FnFals, lower levels may be able to afford them also.  Meaning more of them would be sold.  The thread author is describing a supply and demand system that WOULD VERY MUCH BE WARRANTED AND MAKE TOTAL SENSE.

Sense and sense. Sense won't make players suddenly desire fnfals even if they costed 1 cap. At least not now. The new disassembling feature might make crap weapons desirable if they can be broken down into hq mats.
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Re: small idea about shops
« Reply #10 on: November 18, 2011, 04:31:48 pm »


Basically this will make players do like this [....] A player will go around the world [...] there'd be more variety [...]


Sure, Whats wrong about that?  ;)


You're forgetting that if this were implemented the prices for buying items would also vary. Meaning that if Buster has 100 FnFals, lower levels may be able to afford them also.  Meaning more of them would be sold.  The thread author is describing a supply and demand system that WOULD VERY MUCH BE WARRANTED AND MAKE TOTAL SENSE.


yupp thanks!
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avv

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Re: small idea about shops
« Reply #11 on: November 18, 2011, 04:33:44 pm »

Sure, Whats wrong about that?  ;)

That you're leaving out the bad parts.
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Re: small idea about shops
« Reply #12 on: November 18, 2011, 04:48:00 pm »

This sure is improvement in traders and bartering but.....not in the right direction imho. NPC traders were in fallout to replace other people suplying and buying stuff. In mmo there should be more emphasis and support on player to player treding. Any artificial NPC driven market could be abused and would require constant tinkering and rebalancing or would not offer comparable services like player driven market.
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Re: small idea about shops
« Reply #13 on: November 18, 2011, 04:59:21 pm »


Sense and sense. Sense won't make players suddenly desire fnfals even if they costed 1 cap. At least not now. The new disassembling feature might make crap weapons desirable if they can be broken down into hq mats.


Dude, I was using FnFals as an example. I meant with any weapon. Clearly there'd be a "lowest" price a certain gun would go for, as well as a highest price.


SMG = Lowest price 300
         Highest Price  1200

etc etc...

The price varies on stock, and more highest and lowest variables would be in place.

Such as

< 15 units of a certain weapon = Highest price

> 25 units of a certain weapon = lowest price


The area in between depends on stock and deterioration.

I don't know the math behind it, but I feel this is so plain and simple....
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Re: small idea about shops
« Reply #14 on: November 18, 2011, 06:16:20 pm »

Dude, I was using FnFals as an example. I meant with any weapon. Clearly there'd be a "lowest" price a certain gun would go for, as well as a highest price.

I was using fnfal as example aswell. The point is: shops must buy and sell items that players desire. It doesn't matter whether a shop gets filled with only BBs or the vast combination of combat shotguns, smgs, fnfals, radios, bbs, 14mm pistols, weak healing powder and other various stuff nobody needs. That's because nobody will buy those items away from the shop. Shops may and should serve the players who want to sell stuff, but the merchandice they sell should be items that other players need so that they could come and buy them from the shop. Otherwise shops remain as junk dumpsters where the fastest encounter grinder lifts the goodies. 
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