Ferinex wrote:Besides, a thief/griefer could then save his character from being force summoned (a game mechanic I actually extremely dislike) by sitting in a shop during all of his offline time.
Or, if you want players to be killable while operating a shop offline, well, that's a whole other can of worms.
Personally, I don't care for the criminal aspects of this game, but the devs have made clear that those skills will remain. As far as how vulnerable a PC should be when the player is offline, be it out-of-game but summonable at a hearth fire, or in-game and at a shop, is entirely up to the devs. However, this does beg the question: How vulnerable should NPC shopkeeps be? There seems to be a consensus here that shops, whatever form they take, should be vulnerable to theft, so should it be possible to attack NPC shopkeeps? Murder them?
Potjeh wrote:Erik_the_Blue wrote:I'm against NPCs in games like this on the principle that they don't add to the social aspect of the game;... they don't contribute to the economy
Oh, but they do. I didn't really expand on my last point in OP, but there's some emergent gameplay hidden there.
It's easiest for me to explain through example ...snip...
By "contribute to the economy", I mean that NPCs neither produce nor consume, and therefore have no direct impact on the economy. They may enable players to engage in new economic activities, or make old ones more efficient, and thus have an indirect impact, but NPCs are no more responsible for, say, a trade between players than the cart one of the players uses to move their goods.
Regarding your example, such activity is already possible within the game, but is extremely impractical for the reasons you have already stated. Adding shops would not provide players with a uniquely new ability, but would make an ability we already possess more practical.
As far as increasing the complexity of the in-game economy, there are many ways of approaching the matter: arbitrage, labor markets, bargaining, supply chains, mass production, specialization, etc. Many, if not all of these are already possible in-game, but impractical due to a lack of beneficial technologies in-game accessible to the player (not the PC). However, all of this is beyond the scope of the original problem: easing trade between players in-game. While it might be nice to consider the secondary benefits of an implementation to fix the primary problem, if an aspect those secondary benefits touch upon is significant enough to be recognized as another primary problem, it would be better to take a holistic approach towards this new problem rather than pecking at it through a myriad of related problems.