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Author Topic: how should shops work  (Read 3221 times)

Re: how should shops work
« Reply #30 on: February 20, 2012, 04:45:15 pm »

Trader item categories are implemented? What? How? Where? :o

As for the original suggestion by the topic starter:
It's a great idea that will work only partially.
So demand increases supply, right? What would be the demand be biggest for? Things that are hard to farm.
What would people sell the most? Things that are easy to farm.
Where is the middle ground? It doesn't exist :P

Say, I want to buy a 14mm pistol and ammo for it often. Someone likes crafting, supply is full. I see it in the shop. I only need to pay for the item.
Now, my character can craft simple armours and likes killing bandits or slavers. I can offer to sell spears, (which nobody wants, so the shop is full) shotguns, (which nobody wants) leather armour, (which nobody wants) or fruit, healing powder, ropes. (all of which nobody wants)
How, in such a situation, where everything I have to offer is plentiful in encounters, can I get a 14mm pistol and ammo? The only solution I can think of is to spend lots of time crafting some stupid items, mining HQ ore, moving boxes and wasting more time on things I do not like.

Currently, I just check the store once or twice a day, see if he has 14mm. If yes I go back and bring gecko skins for sale. With the supply and demand, I would have next to no chance to get a 14mm pistol simply because everything I have is common, so players would not buy them from the trader, which means I would not be able to sell them to the trader.
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<Izual> Let's crash server
Re: how should shops work
« Reply #31 on: February 20, 2012, 05:44:15 pm »

OMG guys. Look how eve online economy works please. Your ideas are ridiculously complicated and in the end leading only to more abuse, discontent and discomfort.
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Kill them all and let the god sort them out.
Re: how should shops work
« Reply #32 on: February 20, 2012, 06:41:17 pm »

EVE Online economy is based on infinite money from doing missions and being able to sell and buy anything from anyone without risk. Also, there are hundreds of guns so the prices can gradually increase from ten thousand to one billion per gun.
In FOnline the devs are trying to limit the amount of caps to prevent hyperinflation and buying anything from players is very risky because unless you spend a lot of time to get to know who is a trusted seller, he can kill you after the trade and get his items back with an alt or friend.
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<Izual> Let's crash server
Re: how should shops work
« Reply #33 on: March 01, 2012, 03:58:44 pm »

Auction house type of deal perhaps?
Put an item up for sale at a price within a certain % of its predetermined value.
If the item that is put up sells well then gradually the predetermined price will rise and vice versa.
Over time prices should stabalize based on supply and demand.

Traders would still have a place, they could each sell something a little sPecial, or offer mini quests perhaps "gather me 200 logs to replenish my stocks" or whatever for a small cap reward and karma points.

Needs some work but it's an idea!
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Re: how should shops work
« Reply #34 on: March 01, 2012, 04:07:22 pm »

Auction shop like in WoW sounds great :D
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Let the Force be with You.
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