[crossfire] [Re]Player Owned Shops
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 ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] Player-owner shop proof of concept
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 ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] [Re]Player Owned Shops
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 ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire
Re: [crossfire] [Re]Player Owned Shops
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. ___ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire