Ferinex wrote:This thread really isn't about NPCs, by the way, it's about shops.
Agreed. However, there seems to be a consensus here that shops shouldn't be self-serve; there needs to be a character operating the shop, be it a PC or NPC. If this is the case, then the shopkeeper character is a relevant part of the discussion, as well as what may or may not be done to that character by others. I realize that in my last post I argued against the secondary benefits (and costs) being a consideration when choosing an implementation to address a problem (when those secondary effects relate to a primary problem of their own), so this may sound hypocritical, but I'd also argue that it would be naive to be willfully ignorant of those secondary costs and benefits, regardless of whether or not they are better related to a different problem.
Ferinex wrote:Lastly, Erik, I'm not sure why you are arguing against the idea. As you can see, a lot of players like and support the idea, and think it would add to the game. Would you stop playing, or consider it a game-ruining feature if this was implemented?
On the contrary, I recognize that player-to-player trade is an essential part of games like this, and support trying to ease the ability of players to engage in such behavior. What I am arguing about is not the idea, but the method in which the idea is implemented. Even then, I am not so opposed to the method suggested by the OP that I would immediately leave the game should it be implemented. I do believe that multiple methods should be considered when approaching any problem instead of merely accepting the first popular proposal to come along. This is even more true for this game as it is still in alpha: The problem is not so severe that it needs to be addressed immediately, and any solution is bound to have long lasting effects on the development of the game and its community. It is important to consider those effects so that the solution chosen is that which is most beneficial in the long run. The alternative is to chose an adequate solution to address the problem in the short term and later devise a superior solution to address the problem in the long term, only to find that switching from the adequate solution to the superior one is made difficult due to inertia, i.e. existing systems needing to be modified or replaced, players against changes in general, economic shocks due to the changes, etc.
To put it simply, I want to see shops implemented in-game in some form, but I don't want to see them implemented by some hasty bootstrap measure that potentially inhibits the growth and development of the game in some other way. I am not yet convinced that the method proposed by the OP introduces the least significant barriers to the game's future development while simultaneously providing the greatest potential for modification should a more permanent solution be devised.