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Rather big suggestions for the economy - some ideas

Posted: Sun Sep 02, 2001 9:56 am
by royan
First off I haven't been here for a really long time but seeing that the game seem to have become much better again I'm going to be here quite alot. For those who do not know I am royan the famous tailor, or at least I've would have been famous if I'd stayed here. Anyhow I'm back to make a name for myself.

On to my ideas. I think that it would be good if the same NPC both sold and bought things. And the NPC's should have a limited amount of things and money. They should be like a depot that only accepted certain things. Then we would have a first step to a good economy with demand and suply. If then the NPC's were "owned"/hired by players we would really be able to have a merchantclass. One like I belive Erdrick is trying to make. This way you can say set up a foodshop. you hire your NPC give him alot of money and maybe some food. Then you tell him to buy say bread, ham and fish and how much he should pay for them. Then when the farmers have harvested their grain and a baker made bread they can sell their stuff to the shopkeper who then sells things to the people. If the shopkeepers get greedy and ask for to much or pay the workingclass too little for their wares the workers can refuse to sell him things and go to the market and trade instead or something.

Right now you can quite easily become good enough to make most things yourself. But if the skills were tweaked a bit so that you were somehow only able to become really good in one or few skills this would work. People would have to trade and we would get a great economy.

probably forgot something but what do you think about this?!

Rather big suggestions for the economy

Posted: Sun Sep 02, 2001 12:05 pm
by Leif
i agree... exept for magic, fighting and druid skills i think you should only be able to
be good at a few stuff...

but before we do that, we need more people on... because
its hard to find a druid when in need one, how hard do you think it would be to find a
blacksmith... or a tailor ,when i need one?

the npc idea would take care of that problem... to a sertain degree...

i think bror should seriously look into this suggestion

Rather big suggestions for the economy

Posted: Mon Sep 03, 2001 12:07 am
by Erdrick
Bad idea, as of now.
I heard that the server can only hold ~30 people.
Until there is around 100 people, that idea may be useless.
Even if we get 30, server would become laggy and finding a person become even more difficult.

I like the NPC idea, except that will take a lot of programming.
Bror is bogged down with work, and he will be for a long time.
So, be patient and wait for the next version, and see what it brings.

Rather big suggestions for the economy

Posted: Mon Sep 03, 2001 1:34 am
by Damien
Lol, who said the server can only handle 30 ppl ???? As much as i heard, the only possible bottleneck is the connection. And i don't know how many ppl fill it. But i guess it woul be more than 30.

Rather big suggestions for the economy

Posted: Mon Sep 03, 2001 8:06 am
by Sirius
I have heard there was a test with 100 and it should work.
how i remember , the problem is the conection from the players.
everywhere its standing at this board .....

btw  at the july we had over 30 ppl on ;)


(Edited by Sirius at 8:09 am on Sep. 3, 2001)

Rather big suggestions for the economy

Posted: Mon Sep 03, 2001 9:56 am
by royan
I don't see how few ppl would be bad for my idea. You never really have to meet any other player when you have the NPC-merchant. The whole point of the idea is that you will have a marketeconomy were players have full influence. To force players to interact and to trade. And this without having to find someone, since it is very hard with the limited amount of players on most of the time.

(Edited by royan at 9:57 am on Sep. 3, 2001)

Rather big suggestions for the economy

Posted: Mon Sep 03, 2001 1:16 pm
by Damien
This is planned for the future - but at the moment, it is not technically possible. buying an selling is still made with scripts (if use lizard-npc then delete-number-of-that-stuff in player inventory and create number-of-coins in player inventory...) Since every item has own prizes, you have a script for every item or so, or at least a very long npc script (i don't know the scripting languague, but either way you would have to change a lot of stuff manually to regulate prizes). And because there is no possibility of interaction with npc's (it must be progge one day), it is not possible at the moment to "hire" npc's or even create different ones for players. Not to mention players could not program them.
To make it that way, we still need different technical possible things, and that means a lot of work for our programmers (who are at the moment pretty busy with programming a new server program with more features, a new client version matching to the new server, and a map editor)...
As you see, this development will take some time =) but it's in progress.

Rather big suggestions for the economy

Posted: Mon Sep 03, 2001 5:17 pm
by Erdrick
Yeah, could I buy one and maybe work on it?
I dont know much code but I could toy with one, see what I could do.