[MUD-Dev] A world without charity
Eamonn O'Brien
decado at esatclear.ie
Fri Sep 26 03:16:07 CEST 2003
From: Mike <szii at sziisoft.com>
> Your system *may* work if you were to put in NPC brokers. You
> could post what you have to trade and it assigns a meta-value to
> it. You also post what you're looking for. Due to the fact that
> some items are more valuable to certain
> races/classes/tradeskillers you'd probably have to refrain from
> forcing 100% equitable deals. Maybe say all trades have to be
> within 40% (arbitrary) in value. You would be able to browse the
> broker just like a normal merchant but if you wanted to haggle you
> could once you found a seller for the item you wanted. (via
> in-game communication, or by posting an "offer" on the broker
> which then notified the seller.
I like the brokers idea. The goal of having a relatively small
number of trade brackest was to prevent fragmenting the value tables
too much. The problem with allowing a range of trades is that the
"best" items are generally a lot harder to get than the second tier
items. If you could get second tier items easily, and then trade
them up then you would basically have engineered an easy bypass
mechanism into the system. If you want to sell a valuable item on
ebay, just grab the easiest line of trade up items and use them to
let whoever buys it trade their way up to the good item. The fewer
tiers you have, the less cases there will be of two people with
approximately equal valued items to trade that are defeated because
their items are bracketed differently.
Eamonn
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