Shop Price rebalancing

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Mithril
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Re: Shop Price rebalancing

#31 Post by Mithril »

yufra wrote:Rather than a time-sensitive gold cap how about something that is more grounded in real-world economy... shop keepers can only purchase items when they have money, and they only get money from selling items. If you purchase something for X gold, then that shop now has func(X) gold available for purchasing. Tweaking func(X) gives allows the amount of inflation available through selling to be controlled. If this and shop filtering (only potion shops purchase potions) goes in then maybe there should be some revenue sharing between shops with other shops getting func(X) gold as well, or maybe other shops can simply buy non-specific items for a further fraction of the purchase value.
Could lead to having to visit five shops (maybe more) if one has a variety of items to sell. Maybe "realistic" but boring.

I am still in favor for dumping selling items altogether. Or if absolutely necessary having 1) an enormous bag of holding where you can dump the junk you intend to drag back to town 2) or a mini-teleport device for instantly transferring item to shops from the dungeon 3) an easily available philosopher's stone that transmutes junk to gold.
Last edited by Mithril on Mon Oct 18, 2010 8:07 pm, edited 1 time in total.

Susramanian
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Re: Shop Price rebalancing

#32 Post by Susramanian »

yufra wrote:Rather than a time-sensitive gold cap how about something that is more grounded in real-world economy... shop keepers can only purchase items when they have money, and they only get money from selling items. If you purchase something for X gold, then that shop now has func(X) gold available for purchasing. Tweaking func(X) gives allows the amount of inflation available through selling to be controlled. If this and shop filtering (only potion shops purchase potions) goes in then maybe there should be some revenue sharing between shops with other shops getting func(X) gold as well, or maybe other shops can simply buy non-specific items for a further fraction of the purchase value.

This is a cool idea, and would greatly deepen the commerce aspect of gameplay. My problem with it is this: I want to spend less time thinking about commerce and more time thinking about bloodshed. Maybe if somebody put a great deal of time and effort into coding and testing a delicate system like this it would make for a fun addition to the game, but my prediction is that it will just have all of us sitting around spending even more time worrying about how to sell all the stuff we find.

If somebody codes it, I'll certainly be a good sport and help test it out. Maybe I'll love it.

Final Master
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Re: Shop Price rebalancing

#33 Post by Final Master »

I think I've come up with a drastically good solution. If you don't want to worry about selling stuff, don't drag it with you. If you don't want to worry about buying stuff, don't visit any towns. Seems pretty simple to me.
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Gwai
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Re: Shop Price rebalancing

#34 Post by Gwai »

I think that preventing selling or making it much harder would make most drops junk. Is that really what we want?

Mithril
Archmage
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Re: Shop Price rebalancing

#35 Post by Mithril »

Gwai wrote:I think that preventing selling or making it much harder would make most drops junk. Is that really what we want?
One solution is having monsters drop gold in addition to items when killed.

Alternatively, as mentioned above, having an philosopher's stone/bag of holding/teleport device for making transfer to shops easier. A less preferred solution since it is still a chore to manipulate these on items found compared to getting gold directly. In its simplest form for an philosopher's stone that everyone have or can get easily there would be a special "transmute" keyboard command for for changing items on the ground or in the inventory (if nothing on the ground) to gold.

Susramanian
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Re: Shop Price rebalancing

#36 Post by Susramanian »

Gwai wrote:I think that preventing selling or making it much harder would make most drops junk. Is that really what we want?
If a drop is only good for selling, it's junk anyway. The only difference with no selling is that these items become junk that you don't feel obliged to haul around. It's a wonderful feeling.

Gwai
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Re: Shop Price rebalancing

#37 Post by Gwai »

Disagreed somewhat, I think. For instance, to my archer, all those axes and mage staves are junk, no matter how good if he can't sell them. However, using them as a way to buy that +6 to dex ring is enjoyable. Money is far too rare in this game to not want to sell things, in my opinion.

Susramanian
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Re: Shop Price rebalancing

#38 Post by Susramanian »

Turning off selling would be accompanied by a boost in gold drops, so overall you could expect to have around the same amount of gold. As a bonus, characters who have low max encumbrance values will no longer be at a huge monetary disadvantage.

Fela
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Re: Shop Price rebalancing

#39 Post by Fela »

Susramanian wrote:Turning off selling would be accompanied by a boost in gold drops, so overall you could expect to have around the same amount of gold. As a bonus, characters who have low max encumbrance values will no longer be at a huge monetary disadvantage.
Are they? I'm pretty sure the char i unlocked the 3000 gold achievement with was not strength based.
It's mostly about what to take back.

Gwai
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Re: Shop Price rebalancing

#40 Post by Gwai »

Susramanian wrote:Turning off selling would be accompanied by a boost in gold drops, so overall you could expect to have around the same amount of gold. As a bonus, characters who have low max encumbrance values will no longer be at a huge monetary disadvantage.
I'd say mages have the biggest advantage there not the characters with less strength, but agreed that if money was kept similarly hard/easy to acquire, this might be a good thing.

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