So make it a die roll modified by int*stealth vs per*exploration, and add a cooldown so thieves can't spam rolls. You can tweak the random range to get the desired level of difficulty.
Though honestly, I don't see a problem here. If you got epic per and exp you can sell high end goods like arms and jewellery. This on the other hand makes it worthwhile for someone to invest in int and stealth to pull off a robbery of such a high end shop.
And again, item summoning only helps with items that can't be consumed or processed into other items.
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sabinati
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Re: Reinforced Vending Stands
ok, i think with a slight random element and a cooldown it's good
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Phizuol
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Re: Reinforced Vending Stands
Might be too extreme, but what about preventing consumption or processing for stolen items until the scents are gone? Or after a popup warning flagging the consumer/processor as a thief?Potjeh wrote:And again, item summoning only helps with items that can't be consumed or processed into other items.
Anyway, that's probably getting a little off topic now.
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Jackard
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Re: Reinforced Vending Stands
as long as I don't see any more hemming and hawing about whether a possible gameplay improvement is realistic or not, oh dear we might remember this is a game! how awful!


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BWithey
- Posts: 274
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Re: Reinforced Vending Stands
I can add in a dose of virtual realism and still maintain the game element.
1 - The alarm system, sounds neat, I like it. With one caveat.. The alarm sets a status on the thief, they cannot hearth or teleport in any way until this buff goes away. This buffs duration is directly relative to the quality of the table. This includes logging off. The player can log off, but the character will stand there like a thief with a thumb up his...
2 - Mobile stand, a great idea. Especially if locks can be used to 'chock' the tires so they can't run off with it without breaking/picking the lock.
1 - The alarm system, sounds neat, I like it. With one caveat.. The alarm sets a status on the thief, they cannot hearth or teleport in any way until this buff goes away. This buffs duration is directly relative to the quality of the table. This includes logging off. The player can log off, but the character will stand there like a thief with a thumb up his...
2 - Mobile stand, a great idea. Especially if locks can be used to 'chock' the tires so they can't run off with it without breaking/picking the lock.
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Potjeh
- Posts: 11825
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Re: Reinforced Vending Stands
Could work, and would also let us identify hot goods which some people use to track down other people. Still, if somebody just wanted to grief your shop, they could still take your goods with an alt and drop them in water, which is why I prefer my solution.Phizuol wrote:Might be too extreme, but what about preventing consumption or processing for stolen items until the scents are gone? Or after a popup warning flagging the consumer/processor as a thief?
Anyway, as long as we're talking about stalls, I'd like to vent about my main problem with them: slots. Seriously, being limited to just 5 different types of items is horrible for both the owner and the costumer. It'd be much easier to manage or browse a shop if you could fit everything into a single building with a single interface. Here's what I'd like to see:
- No limits on number of item types, only limit the total number of items. This requires scrollable lists, preferably with filters, either hardcoded (food[] tool[] raw material[]) or custom (a couple of flags, shop owner manually sets them and their descriptions and turns them on or off for each item type).
- Merge vendor and barter. This means two lists in the interface, left for customer->shop item transfer, right for shop->customer item transfer. To translate between the two, credits are used. These are not actual items, but just a unit of measurement, and the shop owner can set values in credits arbitrarily. The shop keeps track of how many credits each customer has. Alternatively, if this is too much strain on the server, credits are converted to cash (metal coins, clay chips, paper money, seashells, whatever you want) which is paid out immediately, and then the customer uses this cash to buy goods.
- Multiple pricing methods. The shop owner can select how to value goods, can be flat (ie any accepted q is worth the same), square root (price is sqrt(q/10)*base price) or linear (price is q*base price, useful for some goods like clay). Even better would be if you could able to enter your own formula for pricing based on q (price=log(base price)^q)
- Currency management. Even if it's feasible for a shop to keep track of credits balance for all customers, sometimes you may want to transfer these credits between different shops that accept the same currency. The owner should be able to set any credit value to any type of scrip (metal coins, ceramic chips, paper notes, sea shells, etc), and to do this for any number of different scrip so he can make multiple denominations (for example, set gold coin to 500 credits while copper is worth 8). The important thing is to make every type of scrip customizable (stamps for coins etc) and that only that specific variety is accepted as currency (so my shop only accepts Buyan Dukats) - the idea is to make the currency system hermetic so you're only buying what you actually want rather than coins minted by a third party.
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Jackard
- Posts: 8849
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- Location: fucking curios how do they work
Re: Reinforced Vending Stands
This is also the problem with the game's Inventory in general.Potjeh wrote:Anyway, as long as we're talking about stalls, I'd like to vent about my main problem with them: slots. Seriously, being limited to just 5 different types of items is horrible for both the owner and the costumer. It'd be much easier to manage or browse a shop if you could fit everything into a single building with a single interface. Here's what I'd like to see:
- No limits on number of item types, only limit the total number of items. This requires scrollable lists, preferably with filters, either hardcoded (food[] tool[] raw material[]) or custom (a couple of flags, shop owner manually sets them and their descriptions and turns them on or off for each item type).
It'd be a great improvement to give each item stats for Weight and Volume, reduce the size of their icon to a single slot, and have them automatically stack+sort in an unrestricted grid.
While making inventory management less tedious, it would also increase flexibility - it would be far easier to implement balanced items that add maximum Weight/Volume than it is extra rows/columns in the current system, and they could even introduce some sort of Encumbrance system that affects sprinting/climbing/swimming:
http://www.youtube.com/watch?v=fUpo_mA5RP8
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Alistair
- Posts: 19
- Joined: Mon Nov 29, 2010 12:19 am
Re: Reinforced Vending Stands
I don't like the idea of increasing a stand's soak damage, because what if you want to destroy one that you've made to build it elsewhere?
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Potjeh
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Alistair
- Posts: 19
- Joined: Mon Nov 29, 2010 12:19 am
Re: Reinforced Vending Stands
I know there's no real solution to this problem but that one is pretty bad, heh.Potjeh wrote:Build a ram.