Complaint: NPC's selling and buying for rubbish prices.
Moderator: Gamemasters
- Dante Drackendoor_
- Posts: 41
- Joined: Sun May 28, 2006 9:54 pm
Complaint: NPC's selling and buying for rubbish prices.
I was showing Jalen (New player) Hwo to sell a dagger and in ooc I said ((ask if he buys a dagger)) and the NPC (Ranger) sold me a dagger for 80 copper, I sold it back and he bought it for 5 copper. Like WTF! A crappy dagger for 80 coppers, and buying the same one for 5.... I think all NPC's should lower their prices and higher their buying prices, this would make lots of people happier.
yes it can get very annoying....especially when its not what you want...example:
Azuros: Price of hatchet
Sam: The hatchet costs 15 copperpieces.
Azuros: I want to buy 1 hatchet
Sam: You want 1 hat? Here you are, that makes 15 copperpieces.
Azuros: I want to sell 1 hat
Sam: You want to sell a hat? I give you 2 copperpieces.
.......this was very annoying, that was the last of my money too....oh and he wouldnt accept axe as a thing he sells
Azuros: Price of hatchet
Sam: The hatchet costs 15 copperpieces.
Azuros: I want to buy 1 hatchet
Sam: You want 1 hat? Here you are, that makes 15 copperpieces.
Azuros: I want to sell 1 hat
Sam: You want to sell a hat? I give you 2 copperpieces.
.......this was very annoying, that was the last of my money too....oh and he wouldnt accept axe as a thing he sells
- Jon Childs
- Posts: 727
- Joined: Sat Sep 17, 2005 5:25 pm
- Location: Location not edited since 5/12/05-Join me in my quest for locations that are overly long and dated
stop complaining, no npc buys rings. they don't buy almost any of my wares.
the npc's are meant to be a last resort. if they had fair prices, why buy from players? why sell to players? I mean, the npcs are always there, always buy, and have lots of money right?
buy from the npc when nobody is on, or you can't find a player to sell some.
the npc's are meant to be a last resort. if they had fair prices, why buy from players? why sell to players? I mean, the npcs are always there, always buy, and have lots of money right?
buy from the npc when nobody is on, or you can't find a player to sell some.
- Estralis Seborian
- Posts: 12308
- Joined: Wed Nov 10, 2004 9:14 pm
- Location: Sir Postalot
- Contact:
I am working on this subject currently. However, my plans are that the ratio becomes even more extreme, like 1:10 to 1:20. The reasons are simple:
Traders = ItemSink+moneySource
If (gained.money > lost.money) then
do inflation(like.hell);
run economy:unstable(squared);
end
In english: If the amount of copper gained thru traders becomes very high compared to the money drawn out of the economy by various ways, the economy becomes unstable (world economic crisis, anyone?). Just trust me in this.
I have not enough time to explain everything in detail, but if somebody is really interested in boosting the economy, contact me. I can use any help - in case you have real knowledge in economy like a you're doing a MBA.
Traders = ItemSink+moneySource
If (gained.money > lost.money) then
do inflation(like.hell);
run economy:unstable(squared);
end
In english: If the amount of copper gained thru traders becomes very high compared to the money drawn out of the economy by various ways, the economy becomes unstable (world economic crisis, anyone?). Just trust me in this.
I have not enough time to explain everything in detail, but if somebody is really interested in boosting the economy, contact me. I can use any help - in case you have real knowledge in economy like a you're doing a MBA.
- Bloodhearte
- Posts: 1169
- Joined: Thu Mar 13, 2003 1:03 am
- Location: Yes please.
-
- Posts: 245
- Joined: Wed May 28, 2003 4:42 am
The economy of Illarion will always be unstable. Real world Economic principle doesn't fully apply.
The value of items is thrown off due to:
1. The NPC's stark value contrast to players
2. An inconsistant ratio of price (I.e Ham being valued the same as apples (this is a poor example, but I don't know enough about armours and weapons to use one of those)
3. An inconsistant ratio of required matierals to goods produced
4. Inconsistant supply and demand (The food market is functionally non-existant whereas the weapons market is seemingly a gold mine)
5. Tossed about due to long standing Monopolys. Salathe will always dominate the smithing market.
6. No market for Luxury. Luxury points don't exist and fancy items can't be seen so there is not point in having fingers adorned with rings of all colours and drinking from only golden goblets.
7. An unlimited supply of coins
These problems are functionally unfixable, the game will just always have these problems and they'll have to be dealt with by the players.
I'll help with this if you want me to, but I have to contend that the economic instability is only limitable and fundamentally un-preventable. You would have to come up with a whole new economic formula and scapr most of the real-world economic principles.
The value of items is thrown off due to:
1. The NPC's stark value contrast to players
2. An inconsistant ratio of price (I.e Ham being valued the same as apples (this is a poor example, but I don't know enough about armours and weapons to use one of those)
3. An inconsistant ratio of required matierals to goods produced
4. Inconsistant supply and demand (The food market is functionally non-existant whereas the weapons market is seemingly a gold mine)
5. Tossed about due to long standing Monopolys. Salathe will always dominate the smithing market.
6. No market for Luxury. Luxury points don't exist and fancy items can't be seen so there is not point in having fingers adorned with rings of all colours and drinking from only golden goblets.
7. An unlimited supply of coins
These problems are functionally unfixable, the game will just always have these problems and they'll have to be dealt with by the players.
I'll help with this if you want me to, but I have to contend that the economic instability is only limitable and fundamentally un-preventable. You would have to come up with a whole new economic formula and scapr most of the real-world economic principles.