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Author Topic: Shop items  (Read 1420 times)

kraskish

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Shop items
« on: April 29, 2010, 12:45:53 am »

Hello,

My suggestion: Shopkeepers items
a) should repair themselves over time slightly 1% day (and the same % stack)
b) should repair themselves over time slightly to each 10% value, ie 10% 20% 30% etc (and stack)

The thing is I dont really believe that a player initially wants to buy 78% deterriorated gun over 79% because it costs 5 caps less. On some vendors you cant even scroll down full speed with high barter 80%. I mean, the whole idea like it is now is that it is unacessible storage, its unlike fallout (where no deterioration existed, but! you could conveniently scroll and there werent so many items)
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FischiPiSti

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Re: Shop items
« Reply #1 on: April 29, 2010, 12:53:29 am »

I think the devs are working on a solution to stack items. ...Like RADIOS

Imo whenever you trade an item a script should delete the item and spawn a brand new one in the traders inventory.
Or, the trader should have 300 repair and repair everything they receive
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kraskish

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Re: Shop items
« Reply #2 on: April 29, 2010, 01:10:59 am »

another idea, the unstackable weapons of 1 type should be limited to 5 (different type of deterrioration of course 100% new ones stack). Theres no point in greater number.
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Re: Shop items
« Reply #3 on: April 29, 2010, 08:05:44 am »

another idea, the unstackable weapons of 1 type should be limited to 5 (different type of deterrioration of course 100% new ones stack). Theres no point in greater number.
Bad idea. Guns are useful and five can be bought within ten minutes and then you're left with going to another town because the remaining 15 someone sold were deleted.
Why not make radios "bad" like brahmin shit so that you can't sell them? Brass knuckles (if you are strong), weak healing powder (if you are smart), rope (if you have high endurance and generally travel) are good alternatives that do stack and don't cause as many problems for shop-goers.
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kraskish

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Re: Shop items
« Reply #4 on: April 29, 2010, 12:27:06 pm »

Bad idea. Guns are useful and five can be bought within ten minutes and then you're left with going to another town because the remaining 15 someone sold were deleted.
Why not make radios "bad" like brahmin shit so that you can't sell them? Brass knuckles (if you are strong), weak healing powder (if you are smart), rope (if you have high endurance and generally travel) are good alternatives that do stack and don't cause as many problems for shop-goers.

I meant that the 100% repaired weapons (due to repair skills of the vendor) should stack or up to repair levels of 10% 20% etc, so in the first option there could be 20 new ones an 5 of lesser quality
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Re: Shop items
« Reply #5 on: April 30, 2010, 12:34:11 am »

I don't think weapons can stack at all. But preventing selling radios is a quick and painful way of helping with flooded shops.
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Re: Shop items
« Reply #6 on: April 30, 2010, 06:47:58 am »

I don't think weapons can stack at all. But preventing selling radios is a quick and painful way of helping with flooded shops.

A simpler solution would be to make selling them unprofitable.
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Solar

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Re: Shop items
« Reply #7 on: April 30, 2010, 10:01:11 am »

Radios are produced at $2000 an hour, they are no more or less profitable than any other level 0 item. Seems to be a leftover from the early, unbalanced system when radios actually were good to craft.
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Quote from: Woodrow Wilson
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Re: Shop items
« Reply #8 on: April 30, 2010, 03:54:01 pm »

Radios are produced at $2000 an hour, they are no more or less profitable than any other level 0 item. Seems to be a leftover from the early, unbalanced system when radios actually were good to craft.
Radios sell for 300.
1 Junk is 2 minutes timeout (I think?). That's 30 junk in an hour. 6 junk gives one radio, so that's 5 radios an hour and 5*300= 1500 caps an hour.

Weak Healing powder sells for 40.
3 xander root or broc flowers give 7 minutes of timeout. That's 25.71428 an hour. And multiplied by 40 it gives you 1028.57142 caps an hour.

Ropes are for 100 each.
2 fibres give you 2 minutes timeout. That's 60 an hour. 30 ropes an hour and it's worth 3000 caps.

All three are level 0 items, right?
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Solar

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Re: Shop items
« Reply #9 on: April 30, 2010, 07:00:36 pm »

What gathering timeouts are and what they should be are different things, until I can catch up with scypior, then they'll get fixed.

You can also gather faster than you can craft, so you really are able to have 2k crafted and $500 left over in raw materials.

1 junk should be 1 minute timeout, so you can gather 60 in a minute. $25 each piece = $1500 an hour.

$1000 of this is used to create $2000 worth of radios, $500 is the surplus.

$2000 in radios is 6.67 radios, so 60/6.67 = 9 mins - which is what a radio timeout *should* be.

Currently we also have some odd bug where timeouts are not the right length for some things either.  ::)
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.
Re: Shop items
« Reply #10 on: May 01, 2010, 04:40:31 pm »

Ah. Okay. Then next time say "they should be produced" instead of "are produced" if it's bugged :)
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