NPC prices.
Moderator: Gamemasters
NPC prices.
They suck. They make no sense. I say you ask players what they think* the prices should be for each item. Ask for a list of some items, or write one and players can respond, take that information and use your knowledge of how 'usable' that item actually is.
An example-
Red and Blue steel greaves are 4 silvers each, where leather legs are 9 silvers. I would think leather legs should be 2 silvers and 50 coppers because they are not in a high demand, they are not used by the average warrior, and they are found from monsters(Gnolls) at a decent rate.
An example-
Red and Blue steel greaves are 4 silvers each, where leather legs are 9 silvers. I would think leather legs should be 2 silvers and 50 coppers because they are not in a high demand, they are not used by the average warrior, and they are found from monsters(Gnolls) at a decent rate.
- Richard Cypher
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- HolyKnight
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- Richard Cypher
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Your screwed now buddy. You challenged the NITTERZ 3.0. He is definitely beating you up with his banstick this morning.HolyKnight wrote:Nitters I just think it was an example of the terrible pricing system of the NPC merchants..... think he was leaving it open for discussion of others.... but I could be mistaken..... *runs and hides from Nitters intimidating presence*
- Estralis Seborian
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So, feel free to write a price list. I would start with thinking about the price ranges, first. With that, I mean how high the price of "normal" items should be and how high the price of "premium" items should be. Then, think about the ratio between the price a trader demands and the price a trader pays for an item. When you are done with that, you can start with e.g. a ranking which item of a category is most expensive, 2nd expensive,... Think about good criteria for this ranking, like the stats of the items, the ressources one needs to craft them, the required skill to craft them, luxury aspects,... When you are done with that, you can distribute prices, based on that ranking. And when you are done with that, you can make up which trader buys/sells which goods. After that, you may edit/rewrite the scripts, it's not hard as long as you can fill in numbers into a table.
I still think it is a good idea to found an economy task force that takes care of this and does the necessary work. Things like this do not require a dev in first place. Due to a lack of time, I cannot be the driving force behind such a task force, but I will gladly support such a group and contribute my share.
I still think it is a good idea to found an economy task force that takes care of this and does the necessary work. Things like this do not require a dev in first place. Due to a lack of time, I cannot be the driving force behind such a task force, but I will gladly support such a group and contribute my share.
- Korm Kormsen
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i think, the equipping of new chars should be made by the basic items pack a char gets on being created. ( if necessary with some adjustments)
it is clear, that the fighter POs tend to advocate cheaper prices, than the crafter POs.
but while we don't have a NPC price-system, that takes in count the quality of items, i think, the prices should respond to the ratio of production to use (where possible)
example shoes. - there are lots of chars, who produce hundreds of pairs of shoes, but all chars that i know, are using boots or ironshoes. so why should shoes get a good price?
or drinks - the brewers sell their full bottles at good prices to other chars. borgate gets only the half full bottles. why should he pay much?
staying with drinks: while drinking does not have any real effect on the chars, the prices should stay low.
just because players will let their chars buy nonessentials more often, if they are cheap.
in the trading section is a new offer. a char wants to pay seeked after goods with flutes...
who the heck, needs flutes?
so flutes either should be so difficult to produce, that nearly no crafter is able, to make them, or they shold be very cheap.do we have more than half a dozen bards?
at last the proposal proper:
if tecnically possible, the quantity of items produced should be monitored, (at least periodically), and the prices should be changed acording to under- or over-production.
it is clear, that the fighter POs tend to advocate cheaper prices, than the crafter POs.
but while we don't have a NPC price-system, that takes in count the quality of items, i think, the prices should respond to the ratio of production to use (where possible)
example shoes. - there are lots of chars, who produce hundreds of pairs of shoes, but all chars that i know, are using boots or ironshoes. so why should shoes get a good price?
or drinks - the brewers sell their full bottles at good prices to other chars. borgate gets only the half full bottles. why should he pay much?
staying with drinks: while drinking does not have any real effect on the chars, the prices should stay low.
just because players will let their chars buy nonessentials more often, if they are cheap.
in the trading section is a new offer. a char wants to pay seeked after goods with flutes...
who the heck, needs flutes?
so flutes either should be so difficult to produce, that nearly no crafter is able, to make them, or they shold be very cheap.do we have more than half a dozen bards?
at last the proposal proper:
if tecnically possible, the quantity of items produced should be monitored, (at least periodically), and the prices should be changed acording to under- or over-production.
- Pellandria
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Werner von Mintraching
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Werner von Mintraching
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- Estralis Seborian
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Definiere Skriptkenntnisse. Ein Skript lesen können, heißt nicht, dass man es auch hätte schreiben können. Um die nötigen Informationen aus den Skripten zu holen, muss man sie lesen können. Und das ist bereits ne Heidenarbeit, wie Nitram schon angedeutet hat. Geht ja nicht nur darum, herauszufinden, z.B. welchen Skill man fürs Herstellen eines Gutes braucht, sondern auch, wie man sowas bewertet.
Das Erstellen einer sinnvollen(!) Preisliste ist nicht mal eben mit nem Bier in der Hand an einem Abend zu erledigen. Wenn dem so wäre, hätte es schon längst jemand gemacht. Also wurden Preise nach Gefühl aufgestellt, das Resultat ist Ingame zu bewundern. Ich selber habe zweimal angesetzt, eine Preisliste zu erstellen, als ich jeweils fertig war, konnte ich sie in die Tonne treten, da sich zu viel im Spiel geändert hatte, als dass die Annahmen, die ich gemacht hatte, noch irgendwas mit der Ingame-Realität zu tun hätten.
Und eine Preisliste ist nur der allererste Schritt, was nützen einem Preise, wenn die Händler viele Dinge überhaupt nicht kaufen bzw. verkaufen? Deshalb, wenn sich wirklich jemand berufen fühlt, ein paar Wochen (leicht übertrieben) konzentriert an einem solchen Projekt zu arbeiten, nur zu.
Das Erstellen einer sinnvollen(!) Preisliste ist nicht mal eben mit nem Bier in der Hand an einem Abend zu erledigen. Wenn dem so wäre, hätte es schon längst jemand gemacht. Also wurden Preise nach Gefühl aufgestellt, das Resultat ist Ingame zu bewundern. Ich selber habe zweimal angesetzt, eine Preisliste zu erstellen, als ich jeweils fertig war, konnte ich sie in die Tonne treten, da sich zu viel im Spiel geändert hatte, als dass die Annahmen, die ich gemacht hatte, noch irgendwas mit der Ingame-Realität zu tun hätten.
Und eine Preisliste ist nur der allererste Schritt, was nützen einem Preise, wenn die Händler viele Dinge überhaupt nicht kaufen bzw. verkaufen? Deshalb, wenn sich wirklich jemand berufen fühlt, ein paar Wochen (leicht übertrieben) konzentriert an einem solchen Projekt zu arbeiten, nur zu.
- Korm Kormsen
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dude, but even there are differences. and, dude, i meant them buying everything at the same price...Dude, every npc cells shit quality items
got it, dude?
thank you sooo much for this valuable information.Korm some chars just want to play a instrument they don't need to be bards for that,...
so, even if every char in the game would buy one instrument once, that would be a demand, smaller, than the production of a single carpenter.
- Richard Cypher
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