On 8/13/05, Mark Wedel <[EMAIL PROTECTED]> 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

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