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Author Topic: Is gold to plentiful in CA  (Read 19816 times)
perk31
Agilant Systems: The Smart Choice for IT
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« Reply #15 on: September 15, 2005, 09:06:44 PM »

I think its obvious from the way the four of us are going around and around that no matter what we do we will end up alienating someone so my concern is to limit that and create the broadest appeal possible.

I'm all for creating a player based economy, with perhaps a little help at this stage.  I've never intended for merchants to have anything but normal equipment, although i added some wands and stones in this last update to provide some purchase options.

If everyone can agree on those two items then we can move on.


Obviously I feel like we should leave the equipment in and create an economy that demands the large amount of gold available.  I can see where this completely conflicts with using the crafting system though and integrating the crafting system into the economy has also been on my wish list from the start, not that I really know/knew how.

I really want realism in the module.  Part of the reason I started this is because other servers pissed me off with ridiculous drops from NPCs who were obviously wielding something nasty.

Here are my submissions for consideration:

1.  Since only ordinary equipment is available for purchase is it reasonable to give NPCs +1 equipment and if so at what level?  I will check but I believe with the current market that will sell for about 150-300 gold depending on what it is.

2.  Higher end NPC's, bosses and what not, can have +2 equipment which I think will sell around 400-600 gp, once again I'll check.

3.  We will need to decide on a logical price for heals, especially heal potions.  The price should encourage the use of the heal skill and partying with clerics.

I suppose if we have a player economy the guild stores and guild specific items will have to be removed.

I'm looking at several vendor systems right now.  Please take a look at the post regarding these since a player vendor is a requirement to create a player based economy.
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Podilarius
Agilant Systems
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« Reply #16 on: September 16, 2005, 09:44:48 AM »

I am all for a player based econ. The problem is as you say ... there are only a handful of regular players. I do hope that one day we have to split the mod up on different servers just so we can handle the player load. Until that day, the way in which I see it going down is this:

1) We have jacked the prices up in all the stores. If you sell a heal potion that you picked up ... u might get 3000gp ... if you try to rebuy it ... it will cost you on the order of 150000gp ... this is cause we are running a 400% markup.
The player vendor represents the player in selling so that the PC who is crafting doesn't have to be on the server. We are hoping to use a limited number of these per city so we don't have the running around everywhere and using precious CPU cycles. We are developing this currently so give us some time.

2) We would like to keep it somewhat real (I know this is fanatasy). If you are fighting a level 10 creature and you are level 20 ... the kill should be fairly easy ... now you are killing this dude for a few reasons ... either you are pissed and the guy is in your way ... you are questing and this guy needs to die ... or you need coin ...
I contend that people will take the easiest path ... lower level characters are going to try to earn enough coin to purchase crafted weapons and armour so they can kill bigger creatures to get better crafted armour ... some like to crawl the dungeons ... but if I can get a +2 weapon from a crafter instead of crawling through 3 level of nastys to get it ... I will purchase then run through it ... cause with a bigger weapon I can kill easier. This could lend to the misuse of the player vendor system by the lower level PCs ... as you said we cannot prevent all things ...

Right now I am designing the Paladin Estates ... This place is going to be based on the average party level so you won't be able to get stuff that is outside your level. You will be able to kill and get the stuff they drop ... only level 1 - 5 creatures are completed ... starting at level 20 they are going to have +1 items .. and then up from there ... with level 40 creaturs not have more than +5 items ... these will not have magical modifiers either ... here is were I think we are confiusing issues ... I don't consider the + modifier to be high end weapons ... what I consider to be high end is the ones that have that PLUS magical or other modifiers .. I don't think that regular creatures should have those type of weapons ... I think that should be reserverd for boss types ...

I realize that crafters when they start out will only be able to make like +1 weapons .. in the area I am creating you have to be a level 20 char to get the level 20 creature that has the +1 weapon .. it would be much easier to buy that from a player  or a player vendor at a lower level ...

in the end it all comes down to the choice of the PC and what he is going to do ... he is going to realize that buying a +1 weapon from a player is going to cost less to him than buying from a server vendor ... but the server vendor needs to be there when there is no one is making weapons ... this is so that new players can get started ...
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