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Re: A sense of commerce.
Posted: Tue Nov 29, 2011 5:37 pm
by Antison
Hinata wrote:Yes tek your not getting what I am saying. I'm simply suggesting that it would be nice to be able to discard an item insead of just droping it and leaving a trail of loots everywhere if I don't desire to have the item or sell it.
Not possible, and IMO, there is no reason for doing so. Why do you want to do this?
Re: A sense of commerce.
Posted: Tue Nov 29, 2011 9:03 pm
by Black Wind
tek wrote:Why do you want to do this?
Personally I can't see a reason either since stuff can be dropped in an area we can avoid, but I think the principle would be a way to lose items we get and don't intend to use but can't sell. Like my build with an RoLS for example. I got it because I saw doing so as a challenge but also don't intend to ever use anything that powerful.
You could say to not try for it then, but it
could be gotten by accident I suppose, and though not getting the item solves the problem, it doesn't allow the
challange to be taken either. So as I said, if that's an example of the purpose meant, I don't see a point since drops are possible.
Re: A sense of commerce/ item discussion
Posted: Wed Nov 30, 2011 1:40 pm
by Hinata
Yes I know it isn't neccessary to be able to do that. Just saying it would be nice to delete them if there not wanted, but to say on topic here. I had also thought that the food and drink in the game should have more of a part . In an examle the raw meat should not have that much hp increase as much as cooked meat and milk have a battle speed increase and mead should be a fatigue effect. Or some have a percentage small or big to get poison or fatigue or temporary maxhp. It just seems like it cost too much for how little it does
Re: A sense of commerce/ item discussion
Posted: Wed Nov 30, 2011 8:55 pm
by Lord Violentwynds
My opinion... If you do not like options given, then don't play. There is no reason (other than you are bothered by it laying around) to change everything. Oh wait! That's it... Let's quit right here and start over. :::mutter:::
I've got a better idea, go create another realm and fix it the way you feel it needs to be.
Perhaps I am out of line here, but this part of the forum is for ideas, not cry about everything one hates about AT.
Re: A sense of commerce/ item discussion
Posted: Wed Nov 30, 2011 9:23 pm
by nyktos
and in my opinion, i dont see crying...
nor do i read anything with even a hint of hatred.
this is a civil discussion - lets keep it that way.
oskar & team frequent this section for "ideas"
i see nothing critisizing this game, only suggestions.
the tension level is getting pretty high lately - is it the holidays?
if you dont have something to add to a discussion, dont post anything at all.
if you need to speak your mind... please, let us know or flag the post that bothers you.
thank you
.nyktos.
Re: A sense of commerce/ item discussion
Posted: Wed Nov 30, 2011 10:09 pm
by Hinata
Thank you nyktos appreciate your post. As a felmale player I come by this issue often it is ok. As for my understanding this is a bata and suggestions are what this forum is about. I love this game and I wouldn't change a thing. I am a big rpg player I'm Not the best but I try
Re: A sense of commerce/ item discussion
Posted: Wed Nov 30, 2011 10:22 pm
by Samuel
Hinata wrote:Maybe we can sell some of the items monsters drop for different prices to different vendors. How about selling furs to tailors at a higher rate? Or selling gems to those who barter rings and necklaces and getting a slightly better deal? The priest could pay more than others for bones. Something to make the world feel a little more dynamic?
I thought several times about different prices for different vendors, but I think this could be easily exploited. (We have the Merchant skill that can adjust the sell price to exactly the same as the buy price. And we have the item amount bug - each vendor has unlimited items if you re-talk to him...)
Any proposals how this could work? (in a technical way)
Hinata wrote:Yes tek your not getting what I am saying. I'm simply suggesting that it would be nice to be able to discard an item insead of just droping it and leaving a trail of loots everywhere if I don't desire to have the item or sell it.
IMO this will
not be implemented, sorry. Many, many, many, many, many, many, many, many, many, many, many, many, many, many, many, many, many, many, many, many, many forum members complained that they lost an soooooooo important item by selling it. (as a result the confirm boxes and stronger items were added) IMO we should not introduce another way of loosing an item.
Re: A sense of commerce/ item discussion
Posted: Wed Nov 30, 2011 10:48 pm
by Black Wind
Samuel wrote:Hinata wrote:Maybe we can sell some of the items monsters drop for different prices to different vendors. How about selling furs to tailors at a higher rate? Or selling gems to those who barter rings and necklaces and getting a slightly better deal? The priest could pay more than others for bones. Something to make the world feel a little more dynamic?
I thought several times about different prices for different vendors, but I think this could be easily exploited. (We have the Merchant skill that can adjust the sell price to exactly the same as the buy price. And we have the item amount bug - each vendor has unlimited items if you re-talk to him...)
Any proposals how this could work? (in a technical way)
Floating sale values? It'd be hard to exploit if it's not predictable where the better deal is. This would address more to the point that different towns would probably have different supply due to their merchant sales (and thus have different prices too), but still would keep the basic idea.
Or use "brands" (any item bought in one city isn't sellable in any other city) and don't have multiple merchants in one town sell any item.
Just a couple suggestions.

Re: A sense of commerce/ item discussion
Posted: Thu Dec 01, 2011 12:02 am
by Samuel
Black Wind wrote:Floating sale values? It'd be hard to exploit if it's not predictable where the better deal is. This would address more to the point that different towns would probably have different supply due to their merchant sales (and thus have different prices too), but still would keep the basic idea.
Could you go more technical?
Re: A sense of commerce/ item discussion
Posted: Thu Dec 01, 2011 1:28 am
by Black Wind
Samuel wrote:Black Wind wrote:Floating sale values? It'd be hard to exploit if it's not predictable where the better deal is. This would address more to the point that different towns would probably have different supply due to their merchant sales (and thus have different prices too), but still would keep the basic idea.
Could you go more technical?
Okay, I'm
hoping I can still do this. Can't think of another way and have no clue how to put this in Java.
Code: Select all
!--Add To Main Code--!
IF BARTER=TRUE RUN "STIME.EXE"
ELSE GOTO __{CODE LINE LOCATION}
!--End Add--!
!--STIME.EXE--!
RANDOMIZE TIMER DIM PER AS INTEGER PER = RND * 99 + PRINT "Meat cost - ", PER, " Gold"
!--ADD TO LIST/END STIME.EXE--!
It's been awhile so not sure that's exact. One set for each item type per shop would be added to the existing code (after it's in the right language of course).
Basically I was thinking of a dice roll for prices, like with the AD ranges on some weapons. Should've said random not floating.