Time makes it hard to meet IG to trade /sell items. Plus price is a pain figuring how much to charge or if you charge to much. etc.
So an idea came to mind.
Persistent merchant
Conversation
1. Create a store (only if you have say 5k to spend option available)
2. View stores
2b shows each store allows for player to choose.
3. modify store (only if have a persistent store)
4. collect gold for sold items (only if have a persistent store)
4 exit
at the start of the conversation the merchant will cycle through their own persistent store. Copying items that have a Tag of a players name, and a name = to the players cd key.
Each of these items will be used to create part of the conversation for the stores. Clicking to view a story copies the inventory to a store and allows buying.
Modifying the store fires just like buying yet the price is set at a MAJOR discount 1gp per item. Only works for players store.
Another idea I have liked would be persistent chest most PW's have them in private residence blah blah lame... I would rather have some bizarre gnome bank. Who else can count 1 million gold in 2 seconds. The area would have a gnome banker for deposits and withdrawals. Plus a vault to put items in. Though to access the vault cost 500 gold per visit.
thoughts?
a Scripting idea I was pondering on way to work.


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*DM-Stitch(es)
- Posts: 117
- Joined: Thu Jan 01, 1970 12:00 am
Banking and stores/chest come with tons of bugs and issues, or such is my experience.
Items dissapear or end up duplicated for some odd reason.
Now, imagine a healthy player base, peak hour, and using those stores.
you all feel it coming, lag-time and needless to say, tons of issues and complaints about missing items and exploits with duplicated items.
Unless these things have been fixed by now, I am not a big fan of implementing. Buut, I -do- understand the desire :)
Items dissapear or end up duplicated for some odd reason.
Now, imagine a healthy player base, peak hour, and using those stores.
you all feel it coming, lag-time and needless to say, tons of issues and complaints about missing items and exploits with duplicated items.
Unless these things have been fixed by now, I am not a big fan of implementing. Buut, I -do- understand the desire :)

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*Product of Void
- Posts: 355
- Joined: Thu Jan 01, 1970 12:00 am
Duplication should not be a problem due to its a store. Though I have had dupe problems with the visual changer for clothes its random and rare. Had one character end up with three shields.
Creating and creating things would cause lag though if it was only done once with a variable set to check should make it less laggy. I will see if I can make something though will be a few weeks.
Creating and creating things would cause lag though if it was only done once with a variable set to check should make it less laggy. I will see if I can make something though will be a few weeks.

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*Dedic8ed
- Posts: 112
- Joined: Thu Jan 01, 1970 12:00 am
From the vault:
I wouldn't recommend using this one exactly, but it would most likely serve as a usable framework or perhaps help with whatever design is chosen.
http://nwvault.ign.com/View.php?view=nw ... ail&id=270
I wouldn't recommend using this one exactly, but it would most likely serve as a usable framework or perhaps help with whatever design is chosen.
http://nwvault.ign.com/View.php?view=nw ... ail&id=270

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*Mr_Otyugh
- Posts: 2242
- Joined: Thu Jan 01, 1970 12:00 am
Me personally, I prefer player to player selling, it creates RP and reason to interact where as selling things to NPC and buying things from NPC does not.
Price is another thing to roleplay ;) charitable want to provide service/trinket, greedy want as much as they can get regardless of others desire. Not everyone needs to have same prices it's just what creates competition in the end.
It's not always best way to deal with it, but it gives also reason to sell a tad cheaper to someone that are full time merchant incase you don't feel like doing it, you'll get plenty enough jink/trinkets or other trading matters handled that way also from my experience. <,<
Price is another thing to roleplay ;) charitable want to provide service/trinket, greedy want as much as they can get regardless of others desire. Not everyone needs to have same prices it's just what creates competition in the end.
It's not always best way to deal with it, but it gives also reason to sell a tad cheaper to someone that are full time merchant incase you don't feel like doing it, you'll get plenty enough jink/trinkets or other trading matters handled that way also from my experience. <,<
