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Author Topic: how should shops work  (Read 3417 times)

avv

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Re: how should shops work
« Reply #15 on: February 01, 2012, 03:17:26 pm »

Vilaz you can already do that. Gather enough stuff and dismantle them with your science char and you get parts for anything. But it doesn't prevent players from hauling their stuff to shops because you can't craft everything.
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vilaz

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Re: how should shops work
« Reply #16 on: February 01, 2012, 04:04:24 pm »

Vilaz you can already do that. Gather enough stuff and dismantle them with your science char and you get parts for anything. But it doesn't prevent players from hauling their stuff to shops because you can't craft everything.

You can't dismantle spears, knifes, hammers, brass knuckles. etc. etc. and those are items which stuffs merchant pockets usually.

also you skipped part about creating HQ parts from MANY LQ resources.
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Solar

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Re: how should shops work
« Reply #17 on: February 01, 2012, 06:16:11 pm »

As I said before, new lists stop trading junk for good stuff.

Meh, easier to wait until you actually see what its like that me have to explain it all :p
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Re: how should shops work
« Reply #18 on: February 01, 2012, 06:44:39 pm »

My idea at suggestion board was about random spawn of high tear items, no matter for what stuff player buying, if it is not 1 player buying all stuff, like at gun runners, hub armor shop and other places.
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Let the Force be with You.
Re: how should shops work
« Reply #19 on: February 01, 2012, 11:05:29 pm »

As I said before, new lists stop trading junk for good stuff.

Meh, easier to wait until you actually see what its like that me have to explain it all :p

Do you mean the current post-wipe lists of who will buy what, or is this some new change being planned?
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Solar

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Re: how should shops work
« Reply #20 on: February 01, 2012, 11:12:12 pm »

The lists we currently have are the old ones. Before it didn't matter too much what was or wasn't on lists because it just meant that you had to use your barter skill to get a decent price, so those lists were rather loose.

The new ones should change things quite a bit.
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Quote from: Woodrow Wilson
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delphius

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Re: how should shops work
« Reply #21 on: February 16, 2012, 07:15:32 am »

Very nice idea, but the bartering interface also needs a lot of work (if possible without Cvet changing things himself), having to scroll through tons of shit while on a damn TIMER is just not ok.

I hate the timer. It's annoying in dialogues, but it's a KILLER in shops. I see I'll be spending about half my game time searching the forums for these annoying little bits of hell.
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...actually, Delphius, that quote is from a Shakespeare play. From Shakespeare to A Boy and His Dog to Fallout.

delphius

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Re: how should shops work
« Reply #22 on: February 16, 2012, 07:20:29 am »

though i found this thread while searching for the TIMER issue, i have an idea which may actually contribute. i understand that the timer allows other players a chance to get their turn with an NPC. right? okay. it sucks, but i guess i get it now. my idea about shops: have items in CATEGORY CONTAINTERS. just like when you open bags in a fallout inventory or trade interface, you could open a category in a shop inventory, represented by a generic icon which symbolizes that category! yay! and even sub-categories! i.e. weapons/energy weapons
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"Once more into the breach, dear friend."
--Blood (A Boy and his Dog, 1974)
...actually, Delphius, that quote is from a Shakespeare play. From Shakespeare to A Boy and His Dog to Fallout.
Re: how should shops work
« Reply #23 on: February 18, 2012, 04:34:38 pm »

I personally think it would be best, if vendors would only trade with the items specific for their trade specialization. It seems like the only right solution...
Example: GUNSshop vendor will ONLY accept caps and guns or ammo, so he will allways only have guns and ammo to sell, since he won't be buying anything else. GENERAL store - the same but opposite, he buys your gecko hides, metal parts, ropes and fruits, and other trash but you couldn't rape his inventory by selling 10000 fruits because he would only have the same kind of stuff to sell - materials and general stuff, no guns. Same goes for doctors and healing stuff, bartenders and alcohol, armorers and armor.

This would make trading more logical and instinctive (instead of going everywhere searching for some usefull stuff at any vendor you would just go to GUNS-SHOP to buy guns, GENERAL to buy general materials, etc.) And most important - it would fix the 'useless junk rape' problem, since the  more or less uselless stuff would mass at a merchant, who can only sell you other 'useless stuff' in exchange.
« Last Edit: February 18, 2012, 04:40:23 pm by Vincenzo »
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Re: how should shops work
« Reply #24 on: February 18, 2012, 08:25:38 pm »

I personally think it would be best, if vendors would only trade with the items specific for their trade specialization.
What about food stands? you know, as we have now got companions that need feeding.
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Michaelh139

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Re: how should shops work
« Reply #25 on: February 18, 2012, 10:11:40 pm »

though i found this thread while searching for the TIMER issue, i have an idea which may actually contribute. i understand that the timer allows other players a chance to get their turn with an NPC. right? okay. it sucks, but i guess i get it now. my idea about shops: have items in CATEGORY CONTAINTERS. just like when you open bags in a fallout inventory or trade interface, you could open a category in a shop inventory, represented by a generic icon which symbolizes that category! yay! and even sub-categories! i.e. weapons/energy weapons
If I understand you correctly you suggest categories to search items when trading in shops.

But...  That's already been implemented.



Sadly I cannot contribute to the main topic of this discussion due to me inability to fully understand what anyone is saying for some reason.  ???
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Elvis

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Re: how should shops work
« Reply #26 on: February 19, 2012, 12:05:46 am »

"the invisible hand of god"
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Re: how should shops work
« Reply #27 on: February 19, 2012, 01:05:20 am »

What about food stands? you know, as we have now got companions that need feeding.
I don't rly see a problem with this. Food stands would only trade food-caps, which means the NCR Iguana-on-a-stick guy could finaly be a viable vendor.
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Re: how should shops work
« Reply #28 on: February 19, 2012, 06:34:10 am »

Good thinking guys 8)

I would like to add an idea.
So how about, trading a half broken combat armor to trader would make it 100/100 again.
You'd sell it half-broken for the 500 - 1k and it'd be worth over 10k for sale once more.

People would want to sell, people would want to buy. It would help the economy ;)
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delphius

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Re: how should shops work
« Reply #29 on: February 19, 2012, 08:26:31 am »

If I understand you correctly you suggest categories to search items when trading in shops.

But...  That's already been implemented.



Sadly I cannot contribute to the main topic of this discussion due to me inability to fully understand what anyone is saying for some reason.  ???

yes. as soon as i posted this, i became embarrassed to discover the truth. ah well... i am a bit noobish here.
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"Once more into the breach, dear friend."
--Blood (A Boy and his Dog, 1974)
...actually, Delphius, that quote is from a Shakespeare play. From Shakespeare to A Boy and His Dog to Fallout.
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