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A sense of commerce/ item discussion

Unstructured ideas, requests and suggestions for the development of the game.
Samuel
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Re: A sense of commerce/ item discussion

Post by Samuel »

Black Wind wrote:
Samuel wrote: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.
Not so far. You don't need to code, just write down rules. :o :lol:

However your example has the problem I mentioned above: (re-talk to him until he sells it for the best price...)
Samuel wrote:...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...)
Level: 101, XP: 18780586, Gold: 358739
HP: 398, AC: 303%, AD: 84-95, AP: 4, ECC: 12, CM: -, BC: 13%, DR: 0
RoLS: 2, ElyR: 1, RoL: 1, ChaR: 1, GoLF: 1, ShaF: 1, SRoV: 2, VSH: 1, WMC: 0, GoW: 0
Black Wind
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Re: A sense of commerce/ item discussion

Post by Black Wind »

Sorry for the old code, I just couldn't think how to give a good example (though a more modern computer language likely would've been better). :)

I see your point about the problem though. So unless someone gets a better idea I don't think this'll work.

Unless Loneford starts selling its meat only from mysteriously dead sheep that got branded. :lol: :lol: :lol:
qasur
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Re: A sense of commerce/ item discussion

Post by qasur »

I like the idea of "commerce" in the game. It's a really in-depth idea. I don't think it needs to be random though. No.

Buying:
The game now has a a formula to compute how much each item is, but I think it would be cool for merchants in specifics cities/towns adjusted these values. Like, since Loneford is a farm, maybe Food purchased there would be 10% cheaper. In a place like BWM/Prim, I don't know, since weapons/armor are scarce, then Weapons and Armor are 25% higher there. And maybe in a place like Nor City, being a large city, prices are just 20% higher all over. Since Crossglen is small and remote, prices might be 15% cheaper overall there. Remember, this is all just for buying items, not selling.

Selling:
I'm for there being different prices when items are sold too, but it should *only* relate to items that you cannot buy from merchants. That makes it so you can get unlimited gold and items. If it's based on items you have to get from drops only, then it's more balanced. Essentially you'd have to "farm" items and know where the best prices are, so there would be a cost if "Meat" sold for 30Gold in Nor City but 24Gold everywhere else. If you wanted to farm meat and sell it, you'd have to make that trek every time. But if you found Small Rocks and they sold for 2Gold in BWM/Prim and 1Gold everywhere else, then it's a trek over there. Does this make sense? Essentially, you would be rewarded for taking the time to learn where things sold the best and went there to sell, but not every item you'd pick up would sell better there (and by the same token, some might sell worse at those locations).
Chest_Rockfield
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Re: A sense of commerce/ item discussion

Post by Chest_Rockfield »

I agree it may be kinda cool to have different buy/sell prices based on location, but it seems like it would be a ton of work (because there would have to be a ton of checking to make sure the infinite gold problem would not arise) for very little payoff. If this were to be implemented, it should be done only after the game is otherwise complete in my opinion. (I'd much rather learn what Heartsteel can do :D ) If anything were going to be changed regarding buying/selling, I'd hope it would first be the ability to buy specified quantities just as we are not able to sell specified quantities (and, of course, allow the vendor to sell as many of an item you can turn the screen to re-buy as you want e.g. 2,000 BMP).

Agree with Samuel 100%. The last thing we need is another way for people to lose one-of-a-kind items. Plus, I didn't know for the longest time that items could be dropped by long pressing them. It would be a shame if someone "destroyed" a bunch of stuff they thought they didn't need/want just because they didn't know they could drop and save it for later if desired. It wasn't a particularly bad idea, just potentially more harmful than beneficial. Maybe there could eventually be a magical well, and people could throw items into the abyss for the chance of some kind of reward, but a super high probability of nothing happening. This would solve two desires: the desire to permanently get rid of something for whatever personal reason one might have, and the addition of a type of gambling into the game play.

In the realm of realism and dynamics regarding merchants, I always thought merchants should retain all items you sold to them in their inventory to be sold back to you (at the usual mark up, of course). This would do several things, but most notably, again, would be the prevention of losing items that can only be acquired once.

There does seem to be some tension lately. I'm guilty as well I suppose, but I'm really trying to treat this as what it should be: a purely fun activity and sharing/learning experience. We all have enough stress and bulljunk to deal with in real life; we should absolutely not let something we do in our free time aggravate us as well. Let's all share some mead or Blackwater Brew, yes?
Lvl: 162, XP: 77,249,000, Gold: 2,508,000 RoLS: 0, ElyR: 0, RoL: 0, ChaR: 18, GoLF: 0, ShaF: 2
HP: 517, AC: 333%, AD: 60-61, AP: 3, CC: 90%, CM: 3, BC: 218%, DR: 0, BMP: 4k+
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Antison
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Re: A sense of commerce/ item discussion

Post by Antison »

+1 to both qasur & chest. Great ideas, but this can wait. I would rather see new quests and maps.
"A home without a beagle is just a house"
Chest_Rockfield
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Re: A sense of commerce/ item discussion

Post by Chest_Rockfield »

tek wrote:+1 to both qasur & chest. Great ideas, but this can wait. I would rather see new quests and maps.
Absolutely. Everything I mentioned should be considered "cosmetic" or "fluff" in nature and should come only after major advances in game/map/quest development or fixes for detrimental bugs/errors found during testing. The only exception being the ability to buy multiple items. I don't know much about coding, but it would seem that most of it would be already written in the script to be able to sell multiple items. If I am wrong about the ease of adapting this code to work for buying, then this should be put off like the rest of my suggestions.
Lvl: 162, XP: 77,249,000, Gold: 2,508,000 RoLS: 0, ElyR: 0, RoL: 0, ChaR: 18, GoLF: 0, ShaF: 2
HP: 517, AC: 333%, AD: 60-61, AP: 3, CC: 90%, CM: 3, BC: 218%, DR: 0, BMP: 4k+
Samuel
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Re: A sense of commerce/ item discussion

Post by Samuel »

Chest_Rockfield wrote:The only exception being the ability to buy multiple items. I don't know much about coding, but it would seem that most of it would be already written in the script to be able to sell multiple items. If I am wrong about the ease of adapting this code to work for buying, then this should be put off like the rest of my suggestions.
This is implemented. Otherwise clarify.
Level: 101, XP: 18780586, Gold: 358739
HP: 398, AC: 303%, AD: 84-95, AP: 4, ECC: 12, CM: -, BC: 13%, DR: 0
RoLS: 2, ElyR: 1, RoL: 1, ChaR: 1, GoLF: 1, ShaF: 1, SRoV: 2, VSH: 1, WMC: 0, GoW: 0
Chest_Rockfield
Posts: 530
Joined: Thu Jul 07, 2011 1:05 am
android_version: 2.3 - Gingerbread
Location: Impeached former President of the Too cool for a RoLS Club. ;)

Re: A sense of commerce/ item discussion

Post by Chest_Rockfield »

Samuel wrote:
Chest_Rockfield wrote:The only exception being the ability to buy multiple items. I don't know much about coding, but it would seem that most of it would be already written in the script to be able to sell multiple items. If I am wrong about the ease of adapting this code to work for buying, then this should be put off like the rest of my suggestions.
This is implemented. Otherwise clarify.
Oh, maybe because I bought over 8,000 of them before the update and haven't needed to go back since (or buy any single other item in quantity) I don't know, but can you purchase 1,000 Bonemeal Potions in one transaction?
Lvl: 162, XP: 77,249,000, Gold: 2,508,000 RoLS: 0, ElyR: 0, RoL: 0, ChaR: 18, GoLF: 0, ShaF: 2
HP: 517, AC: 333%, AD: 60-61, AP: 3, CC: 90%, CM: 3, BC: 218%, DR: 0, BMP: 4k+
kabbie1882
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Re: A sense of commerce/ item discussion

Post by kabbie1882 »

Chest_Rockfield wrote: The only exception being the ability to buy multiple items. I don't know much about coding, but it would seem that most of it would be already written in the script to be able to sell multiple items. If I am wrong about the ease of adapting this code to work for buying, then this should be put off like the rest of my suggestions.
You can buy multiple items when they are available. If merchant has 5 carrots, tap buy and the slider pops up. You can buy 1 up to all.
Ha Ha, Made you look.
Chest_Rockfield
Posts: 530
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Re: A sense of commerce/ item discussion

Post by Chest_Rockfield »

Oh, cool, didn't know that. All that would be left to change would be the number of BMPs he had to sell. If you can buy 8,000+ like I did 10 at a time, why can't you just buy 8,000...
Lvl: 162, XP: 77,249,000, Gold: 2,508,000 RoLS: 0, ElyR: 0, RoL: 0, ChaR: 18, GoLF: 0, ShaF: 2
HP: 517, AC: 333%, AD: 60-61, AP: 3, CC: 90%, CM: 3, BC: 218%, DR: 0, BMP: 4k+
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