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Miklotov Posts until end: 920

Joined: 03 Dec 2004 Posts: 90 Location: Next to the Coffee machine
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Posted: Sun Dec 05, 2004 8:36 pm Post subject: |
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I have an idea what would make it impossible to flood the market with a certain item not sure if it is possible.
I give an example:
I WiA you could go on a lion hunt and get lots of lion fur fast cause the lions spawned always after the same period of time at same place. If the fs killed a group of lions, they waited for the lions to respawn or went for the nearest lion spawn in range untill they couldn't carry anymore lion fur.
Result: price of lion fur was down and noone was inneed of it
To prevent this lions should need longer to respawn if they get killed shortly after spawning or they should spawn somewhere else next time.
Or lion fur gets counted, if too much lion fur is in game the drop gets more rare (only need to count the drop and substact the ones sold in shops and those which get crafted ) ... _________________ Open Plains, Thick Jungels, Rocky Mountains, Wide Beaches,...
Holidays? NO!, I am just mapping.
Last edited by Miklotov on Wed Jan 05, 2005 3:08 pm; edited 1 time in total |
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Dante Posts until end: 980

Joined: 03 Dec 2004 Posts: 35 Location: England
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Posted: Sun Dec 05, 2004 9:17 pm Post subject: |
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What Mik said sounds like a good idea. |
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Manifold Posts until end: 600

Joined: 01 Dec 2004 Posts: 457 Location: Treading my dreams, UK
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Posted: Sun Dec 05, 2004 9:21 pm Post subject: |
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Ahhh. Cumulative spawn delay depending on death of spawn. Makes for a nice suggestion.. ;D _________________ Once known as Novan Silverglow
'So can you name your demon?
Understand its scheming/
I raise my glass and say "here's to you".'
The DOD News - http://darianews.talonz.com (Lying Dormant) |
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Enquillion Posts until end: 700

Joined: 01 Dec 2004 Posts: 326 Location: First lowbie dungeon
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Posted: Sun Dec 05, 2004 9:58 pm Post subject: |
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I think random spawns are all good, but the definition of "too much" is hard to put into an algorithm. When is there too much lion fur out there?
I think the best solution is some kind of decay, either use lion fur as a reagent (though fur is a bad example for that), or just make it wear out after some time (not a fan of that though). _________________ The next Alpha will have plazas! |
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Hexedian Posts until end: 1000
Joined: 02 Dec 2004 Posts: 9 Location: Canada
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Posted: Sun Dec 05, 2004 10:04 pm Post subject: |
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Having monster/loot spawn decrease as the number of items of that kind increases? Sure, and have a bunch of trolls kill every lion until nobody else can get the furs. |
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Stant Posts until end: 500

Joined: 02 Dec 2004 Posts: 753
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Posted: Sun Dec 05, 2004 10:23 pm Post subject: |
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Exactly, and what if these trolls decide to sell it all at once to a merchant NPC whom takes forefer to refresh his of her Inventory... Does that mean the rest of us who need one would have to figure out that merchant, and then buy it? What if we're poor? Then we'd have to go out and lion hunt and continue to lion hunt until the inventory was refreshed and drops started appearing again.... _________________ This change isn't because of Kal's request to change it, it's to tell the community that I'm pissed at him because he fucked me over by not sticking up for me when he should have, instead he blasted me. I have no problem with Daria or any of it's other staff. It was changed in response to his lies about fixing it, which he did NOT do. |
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BudMan Posts until end: 850
Joined: 02 Dec 2004 Posts: 192 Location: South of the Kill Zone.
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Posted: Mon Dec 06, 2004 2:02 pm Post subject: |
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Last edited by BudMan on Tue Dec 07, 2004 10:42 am; edited 1 time in total |
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Thanquol Posts until end: 800

Joined: 02 Dec 2004 Posts: 239 Location: London
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Posted: Mon Dec 06, 2004 10:23 pm Post subject: Re: Community Discussion: Tradeskills - CD I |
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Kalorian wrote: | What do you see as the pros and cons of making a merchant type of character solely for tradeskills? |
I don't want to see a replica of the SWG community where everyone is a power hungry mineral farmer. _________________ WANG |
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BudMan Posts until end: 850
Joined: 02 Dec 2004 Posts: 192 Location: South of the Kill Zone.
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Posted: Tue Dec 07, 2004 12:06 am Post subject: |
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Last edited by BudMan on Tue Dec 07, 2004 10:44 am; edited 1 time in total |
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Chybi Posts until end: 900

Joined: 05 Dec 2004 Posts: 128
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Posted: Tue Dec 07, 2004 1:30 am Post subject: |
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My Idea of the crafter class(Items need to have a Diablo Like resistance(Oh also needs for Items not to magically craft in .3 seconds but take time to craft)):
Gains Experience for crafting/selling items to NPCs(I don't know how to make the exp fair so that you just don't have 1 person giving the crafter money so that he buys/sells items continually for Experience).
Gets Skills like:
Repair (Type of Item) (Used to repair a certain type of items Takes less and less time to repair as he gets more skilled)
Craft (Type of Item) (Same as repair but used for crafting)
Barther (Gives a small increase in price when he sells items)
(No Name) (similar to barther only lowers prices when buying stuff)
AS for FIghter having a craft skill, I think it is a good IDea but it would have to be limiting things like making small reperations to his weapon that cannot simply be stacked by doing it over and over again So that he does not have to go to town and see a crafter or Npc to fix his stuff. _________________ 小
The Ranger without a cause.
Note to self: When faced with Human stupidity at it's best, RUN LIKE HELL |
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