Re: [crossfire] [Re]Player Owned Shops

2006-03-24 Thread Andrew Fuchs
On 3/22/06, Mark Wedel <[EMAIL PROTECTED]> wrote:
>   One thought that was expressed, but I don't ever think developed, was to 
> have
> these naturally occuring ingredients actually show up in the wild.
>
>   Thus, on the world map, in the right places, you could find the various
> vegetation.
>
>   Likewise, in dungeons, there would be some means of of digging for the raw
> elements.
>
>   This doesn't completely fix the problem, but finding the basic ingredients
> should probably be a lot easier than it is now.

There is something like this in the weather code i think.  (yet an
other reason to fix it)  As for in dungeons, new code will be needed,
or maps would have to be modified, so some walls can be destroyed by a
mining tool of some sort.

>   I think one problem is that if you play honestly, finding all the recipes
> within the game is pretty darn hard.  Even finding basic recipes seems pretty
> hard.  One fix might be to increase the amount of readable books that show up 
> a
> bit (you can do 20 levels of a dungeon and only get a few recipe books).
>
>   One other problem, which I think was discussed, is that the formulae file 
> only
> has a basic 'diff' field to denote difficulty.  These really should perhaps be
> broken out a bit, like:
>
> success_chance: base chances of success, in percentage
> success_increase: % increase/level above min_level your success goes up.
> min_level: minimum level you need to be to have any chance of success
>
>   Thus, you could have formula set up that requires you to be at least 5th
> level, but once there, you can have a pretty good chance of success.  Or you
> could set up formula that even at 20th level, your chance is pretty low, and 
> it
> doesn't go up very fast.
>
>   That could also make adjustment of the formula better.

Two words: Dynamic Alchemy...

If a quest should be required to create an object, the quest should
probably include a rare ingredient or tool that is required to make
the formulae.  For example; a extremely rare metal ore, a spoon that
doesn't melt or disolve when used to make some type of potion, or
posibly a rare metal that is used to make a special tool used for a
few recipies.

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Re: [crossfire] [Re]Player Owned Shops

2006-03-22 Thread Mark Wedel
Robin Redeker wrote:
> On Mon, Mar 20, 2006 at 10:24:36PM +0100, Nicolas Weeger wrote:
>>> A simple ring of halvor requires level around 10 and a ring of free
>>> action requires around level 15 and ring of combat level 20.
>>> But when i'm level 10, 15 or 20 at jewelery i always have already found
>>> quite many of those rings... IMHO it's too difficult or too much hassle 
>>> to make those.
>> Don't forget the ingredients. Must (all?) are really rare, thus it's
>> easier to buy a potion.
>>
> 
> Yes! Thats also what i meant. IMHO at the current state,
> all cauldron-skills except alchemistry (and alchemistry partially also)
> are only good for identifying. 

  One thought that was expressed, but I don't ever think developed, was to have 
these naturally occuring ingredients actually show up in the wild.

  Thus, on the world map, in the right places, you could find the various 
vegetation.

  Likewise, in dungeons, there would be some means of of digging for the raw 
elements.

  This doesn't completely fix the problem, but finding the basic ingredients 
should probably be a lot easier than it is now.


> Maybe it would be enough to make the formulars easier and make
> it 'harder' in means of randomness to make something.
> For example: you put in 1 large gold nugget, 2 emeralds (yes, not
> exceptional emeralds) and only a success rate of 1/10 or something like
> this... but this is just a random idea. not sure if this is also
> senseless.

  I think one problem is that if you play honestly, finding all the recipes 
within the game is pretty darn hard.  Even finding basic recipes seems pretty 
hard.  One fix might be to increase the amount of readable books that show up a 
bit (you can do 20 levels of a dungeon and only get a few recipe books).

  One other problem, which I think was discussed, is that the formulae file 
only 
has a basic 'diff' field to denote difficulty.  These really should perhaps be 
broken out a bit, like:

success_chance: base chances of success, in percentage
success_increase: % increase/level above min_level your success goes up.
min_level: minimum level you need to be to have any chance of success

  Thus, you could have formula set up that requires you to be at least 5th 
level, but once there, you can have a pretty good chance of success.  Or you 
could set up formula that even at 20th level, your chance is pretty low, and it 
doesn't go up very fast.

  That could also make adjustment of the formula better.

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Re: [crossfire] [Re]Player Owned Shops

2006-03-20 Thread Robin Redeker
On Mon, Mar 20, 2006 at 10:24:36PM +0100, Nicolas Weeger wrote:
> > A simple ring of halvor requires level around 10 and a ring of free
> > action requires around level 15 and ring of combat level 20.
> > But when i'm level 10, 15 or 20 at jewelery i always have already found
> > quite many of those rings... IMHO it's too difficult or too much hassle 
> > to make those.
> 
> Don't forget the ingredients. Must (all?) are really rare, thus it's
> easier to buy a potion.
> 

Yes! Thats also what i meant. IMHO at the current state,
all cauldron-skills except alchemistry (and alchemistry partially also)
are only good for identifying. 

Maybe it would be enough to make the formulars easier and make
it 'harder' in means of randomness to make something.
For example: you put in 1 large gold nugget, 2 emeralds (yes, not
exceptional emeralds) and only a success rate of 1/10 or something like
this... but this is just a random idea. not sure if this is also
senseless.

Robin

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Re: [crossfire] [Re]Player Owned Shops

2006-03-20 Thread Nicolas Weeger
>   Could a little more detail on this process be given?  Looking over the 
> patch 
> to see how it works leaves me with a few questions.

Yeah, it's a pretty basic patch for now :)

>   It seems to me that the patch in question lets the owner set whatever 
> price, 
> but doesn't actually pay the player who sold it anything?  Is the correct?  
> If 
> so, it then seems like something is missing.  Unless the idea is to somehow 
> tie 
> it some field in the map itself (store room with all the money in it)?

Correct for price & no money.
I need to tweak the "buy.py" script to transfer money to some place in
the shop - thus money gets piled up, and owner will grab it simply.
Remember the idea is to have only one player own the shop - thus it's
easy to have an "owner" room where money is stored.

>   But this does lead me to an interesting idea - consignment shop.  Players 
> go 
> in and say how much they want to sell stuff for, just like the sample code 
> provided.  However, as part of that, we also record the player selling the 
> item. 
>   Then if anyone does buy it, the player gets the money (I seem to recall 
> that 
> at some point, sending objects via the post office system was possible. 

You can still send items through post office (unless it was broken, but
i don't think so)

>   The shop should of course take a percentage off the top for the 
> transaction. 
> Also, perhaps record when the object was sold, and objects that have been 
> around 
> too long get sent back to the player.

My idea is to have a fee you'd need to pay regularly to maintain the
shop. Think of renting the space :) But of course you can stack the
percentage.
The think I have yet to decide is how to handle that fee - I think best
way is to hook to the global time event, and trace stores' status, then
claim money from player when shop has "negative" fees.

>   This has the interesting effect that the player trying to sell the objects 
> doesn't get anything until they are actually sold.  So he has incentive to 
> set a 
> reasonable price.  Also, because of that, less reason to put them in the shop 
> vs 
> taking the immediate price selling in a shop unless you are really getting 
> shafted on prices - thus, not likely to see people selling junk.

At term, we could really have player economy, if we want.

On my todo list is also letting a player sell in the shop, and the owner
define what to accept & at what price - so globally player owner shops
behave exactly like current shop.

Nicolas

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Re: [crossfire] [Re]Player Owned Shops

2006-03-20 Thread Nicolas Weeger
> A simple ring of halvor requires level around 10 and a ring of free
> action requires around level 15 and ring of combat level 20.
> But when i'm level 10, 15 or 20 at jewelery i always have already found
> quite many of those rings... IMHO it's too difficult or too much hassle 
> to make those.

Don't forget the ingredients. Must (all?) are really rare, thus it's
easier to buy a potion.

Nicolas

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Re: [crossfire] [Re]Player Owned Shops

2006-03-19 Thread Mark Wedel

  Could a little more detail on this process be given?  Looking over the patch 
to see how it works leaves me with a few questions.

  It seems to me that the patch in question lets the owner set whatever price, 
but doesn't actually pay the player who sold it anything?  Is the correct?  If 
so, it then seems like something is missing.  Unless the idea is to somehow tie 
it some field in the map itself (store room with all the money in it)?

  But this does lead me to an interesting idea - consignment shop.  Players go 
in and say how much they want to sell stuff for, just like the sample code 
provided.  However, as part of that, we also record the player selling the 
item. 
  Then if anyone does buy it, the player gets the money (I seem to recall that 
at some point, sending objects via the post office system was possible. 
However, another idea is to make a moneygram object - basically, just like a 
normal letter, but something like 'take this to any store to redeem for coins', 
and the code just sets the value for the moneygram (it should also perhaps be 
of 
type gem so charisma doesn't affect the price you get for it).

  The shop should of course take a percentage off the top for the transaction. 
Also, perhaps record when the object was sold, and objects that have been 
around 
too long get sent back to the player.

  This has the interesting effect that the player trying to sell the objects 
doesn't get anything until they are actually sold.  So he has incentive to set 
a 
reasonable price.  Also, because of that, less reason to put them in the shop 
vs 
taking the immediate price selling in a shop unless you are really getting 
shafted on prices - thus, not likely to see people selling junk.


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Re: [crossfire] [Re]Player Owned Shops

2006-03-19 Thread Robin Redeker
On Sun, Mar 19, 2006 at 01:39:12PM +0100, tchize wrote:
> Price in real shops depends on charisma of buyer and a shop
> expensiveness factor set in shop maps. I suppose in player owned shop,
> you don't want a price to change depending on charisma, and so you
> can't check a minimum value easily.
> 
 
I also wondered about that... Propably it's best if dungeon masters
just keep an eye on that - if it's a policy of the server not to sell
items for nothing... but as Nicolas said: today people can and do give
away stuff for free... or some random price...

Another idea that comes up in context of player shops:
With player owned shops skills like jewelery, smithery and all
make much more sense (selling other people your products). 
The problem is imho just, that jewelery for example isn't attractive enought.

A simple ring of halvor requires level around 10 and a ring of free
action requires around level 15 and ring of combat level 20.
But when i'm level 10, 15 or 20 at jewelery i always have already found
quite many of those rings... IMHO it's too difficult or too much hassle 
to make those.

Robin

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Re: [crossfire] [Re]Player Owned Shops

2006-03-19 Thread tchize
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Hash: SHA1

Price in real shops depends on charisma of buyer and a shop
expensiveness factor set in shop maps. I suppose in player owned shop,
you don't want a price to change depending on charisma, and so you
can't check a minimum value easily.

Alberto Sáez Lodeiros a écrit :

> I think this is a good idea.
>
> The problem of hihg leveled items to be sold at low plat, can be
> solved relatively easy: I dont know how the source code does this,
> but the idea is this: all items have a value (or variable, i
> supose) that store the selling prize in normal shops. So, you can
> set the minimun selling prize for player's shops at 1/3 less than
> normal shops. A sample of this could be: We have a Bonecrusher, and
> we can sell it for 300 platinum at a normal shop in Scorn, then,
> the minimun prize of Bonecrusher in our shop will be: 3000 - 3000 *
> 1/3 = 2000. So, the formulae can be [ Real_Prize - Real_Prize * 1/3
> ].
>
> I have write 1/3, but it can be more or less, it was just a sample.
>
>
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>
>
> --
>
>
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[crossfire] [Re]Player Owned Shops

2006-03-19 Thread Alberto Sáez Lodeiros
I think this is a good idea.

The problem of hihg leveled items to be sold at low plat, can be solved
relatively easy: I dont know how the source code does this, but the
idea is this: all items have a value (or variable, i supose) that store
the selling prize in normal shops. So, you can set the minimun selling
prize for player's shops at 1/3 less than normal shops. A sample of
this could be: We have a Bonecrusher, and we can sell it for 300
platinum at a normal shop in Scorn, then, the minimun prize of
Bonecrusher in our shop will be: 3000 - 3000 * 1/3 = 2000. So, the
formulae can be [ Real_Prize - Real_Prize * 1/3 ].

I have write 1/3, but it can be more or less, it was just a sample.-- Powered By SuSE Linux 10.0
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