About the shop editor

9 replies [Last post]
Posts: 1003
CP: 7799

Not all shops should have the same selling price, might wanna move the sell price from item to the shop table.
Also when clicking "Add" might as well open up the Item list immediately because there's nothing much beside that you can do. Maybe also a check that doesn't allow you to add the same item ID twice (in case you're distracted).

Posts: 454
CP: 0

Items need a value (for selling)

NPCs can actually have some sort of a multiplier.

100 = 100% of item value.
300% = greedy npc, wants 300% of the value.

Potions have a value of 50.
Shopkeepers standard pricing is 400% (Potions cost 200)

Ideally, the shopkeeper has a sales multiplier aswell.
(ores etc can be sold for 100% value, potions for 50% value?)

A Salepricemultiplier and a Buypricemodifier

that would be my idea to keep it very general.
Also, like this one canot mistype a potions price in the 10th item shop that sells a potion so easily.
(you also dont look up "what was it worth again?" if you mass entry into the shop
enter the value once and give all shops 400% value as a price)

I post the most embarrising questions here Laughing out loud

Thanks for all your nice replies (I know I would be annoyed by myself slightly Laughing out loud)

Posts: 1003
CP: 7799

Hmm I like the multiplier idea ^^

Posts: 1647
CP: 26119

The multiplier thing is what every game does (unless it has a more advanced system such as simulated supply-and-demand). Those kinds of things you have to add on your own, though, since most people are fine using the same value for shops (with some kind of constant multiplier for reduction when selling to shops).

Posts: 1647
CP: 26119

The multiplier thing is what every game does (unless it has a more advanced system such as simulated supply-and-demand). Those kinds of things you have to add on your own, though, since most people are fine using the same value for shops (with some kind of constant multiplier for reduction when selling to shops).

"Skye" wrote:
Maybe also a check that doesn't allow you to add the same item ID twice (in case you're distracted).

This would be a bug, so if it can happen, I'll fix it.

"Skye" wrote:
Also when clicking "Add" might as well open up the Item list immediately because there's nothing much beside that you can do.

That, however, is a minor design issue, which I am leaving up to others to fix up. I'll only really notice or care about small usability issues once I start actually using the editors, and that is still quite a ways away for me.

Edit: Just realized what UI type editor it uses - it uses the default collection editor, which it isn't supposed to. So it'll probably be fixed anyways.

Posts: 1003
CP: 7799

Okay and yes, I could add the 'Bread Roll' multiple times.

Posts: 1647
CP: 26119

Should be fine now.

Posts: 28
CP: 0

I am going to implement more advanced shops. If shopkeeper have alot of items in stock then price will drop drastically, and if he has not much items then he will rise price. Its ment to stimulate what people will do. For example if alot of people in typical game will find a mob who drops constantly valuable items, they will be simply farming them so i will probably have to correct drop table or price which wont be nice for them and for me also. But if i will introduce more advanced system, then player wont stick to one mob if items from it will be cheap. They will have to go somewhere else and find what is not so popular and more lucrative. And i wont have to manually touch anything. Win win situation Wink
So i hope i wont have to redo half engine to implement that Smile

Posts: 455
CP: 0

It would be cool to have a runescape style general store.

Users can sell anything to it. And anything sold to the general store is held in stock and can be bought by someone else. The more stock they have on one item, the cheaper it gets and visa-versa.

Posts: 28
CP: 0

Yes, im talking about something like this, because im not going to implement any item, that cant be used by players (like vendor drop known from other games).

But runescape have its own problems: shop was too small, so they incrased vanish rate for items. I would rather not do that. Let item be forever. Smile
Everquest had this system (but still limited to few displayed pages) so players were "vendor digging". Which was simple, they were buying cheap items, so item what was not on list had place to be displayed. Player did that to look for valuable items. And there ware alot of people who liked this "wierd" system - successfully gotten rid of in new games.

Edit:
One more thing. Ideally NPC vendor system could be linked somehow to auction or other system where players are selling they items. Something like vendor do know average world/continent price for particular item, so they can tune price according to average. It wont be simple but it can be taken in mind while creating player shops/auctions etc.