JTG wrote:So. The only excuse I see between post and post is "Unnescessary hassle". Bartering is a hassle, you haven't ever done it in real life have you? One side tries to get the upper hand over the other one. Whether its the vendor or the customer.
JTG wrote:So. The only excuse I see between post and post is "Unnescessary hassle". Bartering is a hassle, you haven't ever done it in real life have you? One side tries to get the upper hand over the other one. Whether its the vendor or the customer.
Potjeh wrote:So, what am I proposing? A new shop building. It'd look something like a market stand, and have at least a chest-sized double inventory (one inventory for items for sale, another for storing your payment). In there you could deposit items you want to trade away and specify what you want for a unit of each type of item you're selling (example: 20 cast coins for a loaf of bread). Then, a customer could come to your shop even if you're offline and buy items. With the theft skill, he could withdraw items from your shop without paying anything. If your shop is on claimed land this would leave a theft clue.
Erik_the_Blue wrote:I am concerned about the requirement that these shopkeeper NPCs should cost coins as it potentially creates a circular problem: In order to open a shop, one requires coins; in order to acquire coins, one requires a shop (or the ability to produce coins, or the ability to steal coins, or successfully engage in trade with another online player). The obvious way around this would be to allow shops to buy goods (effectively selling coins), but it would be imperative that this feature is activated at the same time as, or prior to, the activation of the selling feature. Otherwise, shops become limited to those who do not require trade to obtain coins.
Erik_the_Blue wrote:Of course, none of this applies in-game since we can't affect the weight or composition of coins or pass them off as being of a metal different from what they actually are, so everyone has the ability to instantaneously verify the metal value of a coin with 100% precision.
ArPharazon wrote:I think it's pretty obvious that if we have shops (and this topic has convinced me that we definitely should) they will need to be both buy and sell shops. The shop building should probably be limited to one per player, with limited space and a requirement to manually maintain it at least every 24 hours, to discourage alt-based shopping malls.
ArPharazon wrote:As it is, the coins are backed by a very benevolent, very reliable government: The Kingdom of Jorb and Loftar. So why back them at all?
Erik_the_Blue wrote:requiring player governments to back currency allows for more interesting scenarios to form, particularly seeing as this is a very social game when compared to traditional MMORPGs.
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