Game Development: Vending Stand

Announcements about major changes in Haven & Hearth.

Re: Game Development: Vending Stand

Postby Onionfighter » Sun Nov 08, 2009 11:10 pm

So if stands are placed on a claim, does that mean people must leave trespassing clues to buy from them?
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Re: Game Development: Vending Stand

Postby warrri » Sun Nov 08, 2009 11:21 pm

Put it at the end of your claim with 1 row outside and 1 row inside claimed area.
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Re: Game Development: Vending Stand

Postby Agarrett » Mon Nov 09, 2009 12:16 am

jorb wrote:
endit wrote:I'd also be able to exchange items, something like this:
Image


We obviously considered it. Problem number one is that you'd actually have to *have* one copy of the item you're asking for, which you might not have, and which feels fairly convoluted. Problem number two is that there are obviously several dimensions besides quality and quantity that you might want to determine in both asking and selling. Hitpoints on armor, debuffs or buffs if we add that. God knows what if we ever want to implement, as I suspect we will, more advanced items.


Still, you don't have to have 1 of the item. You can just click it and select the item from a drop down list. For large items like an anvil, collecting it would be the same as a cart would be.
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Re: Game Development: Vending Stand

Postby theTrav » Mon Nov 09, 2009 2:04 am

Ok, I've thought about it more, and there are a few ways brodgar could find these shops useful...

Unfortunately, all of them involve PAYING copper coins in return for goods... The opposite of what you've done here...

My primary aim would be to set up a shop that does the following:

1 - Gives a set amount of copper coin for any quality leather (say 1 coin)
2 - Gives a backpack for a set amount of copper coin (say 5 coin)
3 - Gives a waterskin for a set amount of copper coin (say, 2 coin)

This would give new players two of the most beneficial items for only a small amount of effort on their part, and I'd be able to just go in every now and again and craft all the leather into backpacks and top up the water skins. Minimal effort new player aid

-EDIT-
OK, I've thought some more, and decided that if any new village builds a linen stand, and puts linen in it and a rate that is acceptible to brodgar (I will keep trading thread current on rates I'll accept) I will use that stand to collect linen and deposit moneys.

Bear in mind that I'm not going to travel too far to do that. Crossroads should be ok though
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Re: Game Development: Vending Stand

Postby sabinati » Mon Nov 09, 2009 2:12 am

warrri wrote:Also you only need a Alloying Forge which costs 15 bricks 5 clay and quality doesnt change in the process iirc.

you definitely need to place the coins in a finery forge to convert them to a nugget or a bar
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Re: Game Development: Vending Stand

Postby Neyvn » Mon Nov 09, 2009 2:14 am

Heres a question.
Can you trade coins for coins......???

Why not make an ATM somewhere safe.
(Ratio is Traded Coin:Copper Coin)
Where Copper and Tin are traded at a 1:1
Copper for something like Bronze at a 5:1
Copper for Iron 10:1
Copper for Silver at a 25:1
Copper for Gold at a 50:1

For example. I haven't logged in to see if something like this would work BUT the idea is.
If you own a Gold/Silver mine, you travel to the ATM exchange your Coins for Copper Coins which are stored at a large amount (say 10K to begin with) Thus filling the machine with Gold/Silver Coins. Using these coins you purchase and trade and so on. The Caretaker of that machine then comes and adjusts the contents so that the coins that were used in the exchange are move for the opposite. Now a player can purchase Gold/Silver Coins for Copper thus refilling the Machine with Copper.

It will require a dedicate player who is not willing to take anything from it for themselves except through means of trade like everyone else. I would offer myself but my life has limited my time on HnH too much. Ugh trying to move out of Home does that. But if I am unable to, my return will be possible and I would love to see something like this.
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Re: Game Development: Vending Stand

Postby Onionfighter » Mon Nov 09, 2009 3:31 am

Neyvn wrote:Why not make an ATM somewhere safe.

Having a vendor that exchanges coins is a good idea. Someone with the will could probably get quite rich with some vending machines.

The problem is, though, that items in the machines have to be too cheap to be worth stealing.
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Re: Game Development: Vending Stand

Postby SynthesisAlpha » Mon Nov 09, 2009 8:52 am

The biggest problem, really, is the lossy nature of coins. Bars take 100 to make but press to 99, nuggets take 11 to make, but press to 10. (To a lesser extent, bars breaking to 9 nuggets but needing 10 to reform). In order to make coins worth using, two things need to happen.

1) Make them convert at the appropriate rate. Make nuggets 10/bar and coins 100/bar on both the break down and the reform (or keep nuggets at 9 to a bar, but make coins 99 per bar, 11 per nugget). If I lose something by breaking down a bar/nugget into coins, I'm simply not going to do it, especially with silver and gold. People buying aren't going to want fewer coins than are needed to form a useful nugget or bar, and people selling aren't going to want to break down their bars/nuggets, because of the loss. Coins are worth less than their larger metal counterparts, and take more effort to produce. Rather than small quantity trades that would necessitate coins, players simply wait until trades are sufficiently large to warrant bars/nuggets.

2) Increase the stack size of coins, or add a coin pouch for carrying more. Coins offer no storage advantage over bars. I could carry a chest of 36 bars to trade, or I could carry a chest of 36 stacks of 100 coins to trade. There's no advantage to trading with coins.

If you don't want to artificially encourage the use of coins through the vending stands, then make coins worth using by fixing the two problems above. If there was no loss and it saved inventory space, everyone would use coins. It would also be useful to be able to reform them into nuggets or bars without using charcoal for fuel, but it would be worth the extra step if the items above were implemented.
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Re: Game Development: Vending Stand

Postby theTrav » Mon Nov 09, 2009 9:04 am

SynthesisAlpha wrote: People buying aren't going to want fewer coins than are needed to form a useful nugget or bar , and people selling aren't going to want to break down their bars/nuggets, because of the loss

while this is true for many it is not for all... I've paid people in copper coin for linen because they didn't have enough to make for a bar, they just saved the coin and then traded it back for a bar when they had 100. I now have my 198 coins back and they have a bar.
The loss does not need to continue happening, especially now that we can have offline converters (shop that pays bronze bars for 100 coins)

I have also been on the other side and wanted to acquire gold but not been able to scrape together enough for a whole nugget, so I made many trades for a number of coins. The gold makers have not had a problem with this so far.


I do agree that coin purses would be great for the value of coins though.
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Re: Game Development: Vending Stand

Postby Delamore » Mon Nov 09, 2009 12:29 pm

Making gold or silver coins is a waste at the moment, I considered making some to sell off at a stall but I'd be losing 1 nugget every 10 I put into a bar then coins.
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