[crossfire] [Re]Player Owned Shops

2006-03-19 Thread Alberto Sáez Lodeiros
I think this is a good idea.

The problem of hihg leveled items to be sold at low plat, can be solved
relatively easy: I dont know how the source code does this, but the
idea is this: all items have a value (or variable, i supose) that store
the selling prize in normal shops. So, you can set the minimun selling
prize for player's shops at 1/3 less than normal shops. A sample of
this could be: We have a Bonecrusher, and we can sell it for 300
platinum at a normal shop in Scorn, then, the minimun prize of
Bonecrusher in our shop will be: 3000 - 3000 * 1/3 = 2000. So, the
formulae can be [ Real_Prize - Real_Prize * 1/3 ].

I have write 1/3, but it can be more or less, it was just a sample.-- Powered By SuSE Linux 10.0
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Re: [crossfire] Player-owner shop proof of concept

2006-03-19 Thread Miguel Ghobangieno
Player-owned, shortened form P-owned :)

I think you should beable to set the buying price if
you own the shop. 

--- Nicolas Weeger [EMAIL PROTECTED] wrote:

  But i'm afraid what happens when high lvl players
 sell quest items
  for very few platinums, and so soon many low level
 players maybe run
  around with those stuff... Or high level players
 sell stat potions
  very cheap so low level players have full stats
 very soon.
 
 Well, right now you can simply give a weapon to a
 player, so it's not
 that different :)
 Also, don't forget there is the item level, which
 should prevent low
 level players from using too powerful equipment.
 
 Nicolas
 
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Re: [crossfire] [Re]Player Owned Shops

2006-03-19 Thread Robin Redeker
On Sun, Mar 19, 2006 at 01:39:12PM +0100, tchize wrote:
 Price in real shops depends on charisma of buyer and a shop
 expensiveness factor set in shop maps. I suppose in player owned shop,
 you don't want a price to change depending on charisma, and so you
 can't check a minimum value easily.
 
 
I also wondered about that... Propably it's best if dungeon masters
just keep an eye on that - if it's a policy of the server not to sell
items for nothing... but as Nicolas said: today people can and do give
away stuff for free... or some random price...

Another idea that comes up in context of player shops:
With player owned shops skills like jewelery, smithery and all
make much more sense (selling other people your products). 
The problem is imho just, that jewelery for example isn't attractive enought.

A simple ring of halvor requires level around 10 and a ring of free
action requires around level 15 and ring of combat level 20.
But when i'm level 10, 15 or 20 at jewelery i always have already found
quite many of those rings... IMHO it's too difficult or too much hassle 
to make those.

Robin

-- 
[EMAIL PROTECTED] / [EMAIL PROTECTED] / [EMAIL PROTECTED]
Robin Redeker

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Re: [crossfire] [Re]Player Owned Shops

2006-03-19 Thread Mark Wedel

  Could a little more detail on this process be given?  Looking over the patch 
to see how it works leaves me with a few questions.

  It seems to me that the patch in question lets the owner set whatever price, 
but doesn't actually pay the player who sold it anything?  Is the correct?  If 
so, it then seems like something is missing.  Unless the idea is to somehow tie 
it some field in the map itself (store room with all the money in it)?

  But this does lead me to an interesting idea - consignment shop.  Players go 
in and say how much they want to sell stuff for, just like the sample code 
provided.  However, as part of that, we also record the player selling the 
item. 
  Then if anyone does buy it, the player gets the money (I seem to recall that 
at some point, sending objects via the post office system was possible. 
However, another idea is to make a moneygram object - basically, just like a 
normal letter, but something like 'take this to any store to redeem for coins', 
and the code just sets the value for the moneygram (it should also perhaps be 
of 
type gem so charisma doesn't affect the price you get for it).

  The shop should of course take a percentage off the top for the transaction. 
Also, perhaps record when the object was sold, and objects that have been 
around 
too long get sent back to the player.

  This has the interesting effect that the player trying to sell the objects 
doesn't get anything until they are actually sold.  So he has incentive to set 
a 
reasonable price.  Also, because of that, less reason to put them in the shop 
vs 
taking the immediate price selling in a shop unless you are really getting 
shafted on prices - thus, not likely to see people selling junk.


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