In-Game Economy for PVE-PVC Request

First, I mean that is partly why I write those dev streams. Right or wrong or in between, it’s a good thing that players can call back on them for discussions.

And second, holy eye twitch batman, did I screw up that second paragraphs sentence structure. Fixed!

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Yeah, I’d say I’m still in favour of a merchant and trading themed dlc. Somewhat like Riders of Hyboria in a sense - the core mechanic might need to be added to the base game (as with horses) and then the dlc provides all the bells and whistles. In fact, that approach might have another advantage - the base system as added could maybe remain at the more ‘bare bones’ level as some posters have suggested, then the dlc could flesh that out, adding the decorative pieces and maybe some of the greater flexibility that others want from the system. Obviously issues like ‘currency, yes or no’ and ‘offline trading’ would probably need to be resolved as part of whatever the core system is - I’m not sure it would be possible to separate those from the base game and still have them be functional, so they’d probably have to be either in or out. But in theory it might be possible to create a bare bones version of some sort and then a dlc with all the bells an whistles (or scales and abacuses (abaci?) as the case may be).

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Good point referencing the Ryders of Hyboria. So, would it work better like this?:

  1. Base game implementation- Online in-person trading like how @DaVice mentioned where anyone can trade without the risk of being cheated or dropping items on the ground, risking the loss of the item.
  1. DLC Merchant extension to trading. This adds the craftable counter where a merchant thrall will have an inventory which can be filled by the owner/player of items they wish to sell. This can work for off-line trades to bridge a gap between players with different playtimes, allowing them access to trading they wouldn’t normally be able to due to real-life scheduling and the time they are able to play the game. The DLC adds placeables related to merchant trading for the players who want to create an immersive experience for customers on their server.
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You sure it doesn’t work? You can’t hold E on a chest and select unlock? I could swear I thought that was a thing we used to do before we were using mods. And this was on both PVE and PVP. With Ignore Ownership on or off (with on, containers defaulted to unlocked). Though I haven’t played PVE with PVP timers enabled, so unsure if that wonks up the settings or not.

I dunno, trade was one of the ways to keep from being raided. People were reluctant to raid people who could continuously provide goodies. The idea being why raid for it once if they could trade it more than once? Course replace trade with paying tribute in many cases :laughing:

But no I really like the idea of whitelisting specific doors and chests. When I played Minecraft like 10 years ago, we had the ability to do this and it allowed for all kinds of player interactions and emergent gameplay.

The concept of a merchant stand wouldn’t translate well, as it would just be a sitting duck to raid so pvp players just wouldn’t use it is why I didn’t suggest that for pvp in my original post. However, if you read above where other commenters suggested to me the option of an in-person radial trade, I believe we discovered an additional option for trading. Sorry if this reply is janky, I’m on mobile now.

Yeah, the first time someone said you could do that, I checked, and it worked in singleplayer but not on an official PVE-C server.

Since then, I’ve heard that same recommendation many times – almost always when discussing the possibility of adding in-game trading mechanics to the base game – and each time I dutifully checked again, with the same outcome.

I can’t check again right now, because I’m working, but by now I’ve grown confident that Funcom wouldn’t slip that change in without reporting it in patch notes :wink:

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I never said it would be ‘bad’ or ‘detrimental’ to include player-placed merchants or a trading screen to interact with them. I simply said I don’t think offline trading needs to be a thing nor do I think a designated currency needs to be established. I understand wanting your bazar to feel more alive, I too want all my builds to feel more alive.

In order to make player-placed merchants usable there needs to be an established currency, otherwise the drop-down options become far more complex then they should be. once you have established a currency then you can set a price for your goods at a merchant. Now that a price is set, you need to let people know what you have (advertise in general chat). Advertising obviously can pose it’s own problems if a player takes it too far, but with that aside, it at least requires you to be online. If you are online, it would be a lot easier to trade in person with another player (both meeting at an agreed obelisk).

I still feel like a simple approach is best for trading, but adding player-placed merchant thralls is not a ‘bad’ thing if it can be implemented the right way. Dennis recently said they are actively trying to make the Conan maps feel more alive. Perhaps thralls that can be set to patrol or perform emotes will be added, which would certainly make our builds feel more alive.

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In a comment way in the beginning, I suggested that once a merchant stall is placed down, an icon could appear on the map the way an upgraded religion altar shows an icon. This icon would show players where there is stuff for sale. Would this negate the challenges you mentioned?

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No, a player that needs eggs (as mentioned earlier) can’t be expected to check 6 different merchant locations spread all over the map to see if eggs are offered. The player will simply ask in global chat if anyone has eggs and if not, he\she will go farm them. Of course if you are not online, you won’t be able to answer them in global.

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I hear you. Do you have an idea on how to solve this problem?

True, I took it that way, that’s on me :slight_smile:

Me too. The bazaar was just an example, one that fit well in this thread. In truth, I also would like to have decorative followers to make all of my builds feel more alive, but that’s a topic for a different suggestion and I don’t want to derail this one :slight_smile:

I don’t see why player-to-merchant barter GUI is necessarily much more complext than player-to-player barter GUI, but perhaps I’m missing something.

But yeah, establishing a currency would be much better. Ideally, it would not be gold and silver coins, as it’s ridiculously easy to get a huge surplus of those, but even that would be better than not having any option for trading.

It doesn’t really require you to be online, although the trade is much easier when you are – but then again, it will always be that way.

I’ve played on private servers with Pippi, so I’ve seen how player-placed shops work. Newcomers to the server would eventually learn where the major shops are and what kind of things they stocked, and they would occasionally make the rounds to check their stock. So if you’re looking for that elusive legendary, you might stop by Crazy Hakim’s Emporium near the Sinkhole, because the owner of that shop has pretty much every legendary possible and they keep selling the spares they get from playing.

Occasionally, you’ll ask people who are online if anyone knows whether that thing you’re looking for is available anywhere, and one of them will let you know that a third player who was online earlier (but isn’t right now) mentioned they were going to put it in their shop.

Incidentally, many official Conan Exiles servers have unofficial Discord servers, and those often include a text channel for trading. All in all, I think advertising is a problem players are perfectly capable of solving on their own, but offline trading isn’t.

Yeah, I’ve been asking for decorative thralls for a while now. But again, that’s a different topic.

Please don’t take this as pointless nitpicking, but I think eggs are probably the worst example. There are several places on the map where you can get a lot of them at once, the process is easy and doesn’t require costly tools, and you don’t need them in large quantities.

On the other end of that spectrum are RNG-gated rarities, like certain thralls and legendaries. You can bet your rear end that I’ll run around and check every shop every day to see if there’s a damn Final Breath before resigning to fighting the Red Mother obsessively over and over again :stuck_out_tongue_winking_eye:

Somewhere in the middle of the spectrum you’ll find stuff that isn’t so hard to get – hardened bricks, steel reinforcements, Lovetaps – but you might wanna go buy some of it in a pinch. Not on a regular basis, but as a way to avoid your plans for the day being ruined by a miscalculation, for example :slight_smile:

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It is true that I only play on official and don’t use server discords. Perhaps advertising when not in game isn’t an issue. :man_shrugging:

Well, when two players trade they will tell each other what they want via chat, enter the trading screen and each place the appropriate items into the trading screen and click ‘accept.’

In order to set up a barter system GUI with a merchant you would need to have X trade slots available (maybe 10-20 slot), each with two drop-down menus. the first one includes every item in the game and the second is a quantity. Additionally you would want a system where the player could also choose a quantity.

Example; If I place 4 stacks of alchemical base into my merchant (2000 total) and then select it’s price, 4 stacks of elephant hide, does that take up 4 of my slots or can I select a quantity of each item to sell? If I can select the quantity for a slot (2k alchemical base), then the buyer might not need or be able to afford that much. So perhaps another drop-down for the buyer to choose quantity, then I would have to select quantities for both the item I’m selling and the purchasing item (100 alchemical base = 100 elephant hide). Now it is at least 3 drop down menus for the seller (per item being sold) and at least 1 drop-down menu for the buyer (who can choose 300 for 300).

Perhaps this isn’t overly complex but it is certainly a lot more complicated then a trade window between 2 players. Sometimes, simple is better (K.I.S.S. for the win).

Edit: Sorry I accidently replied to you @Tystin instead of @CodeMage or the thread. :man_facepalming:

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It’s ok!

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Ohhhh, I see. Yeah, that’s super simple. I like it! Can we please have that, regardless of whether we get in-game offline trading? :smiley:

Come to think of it, maybe you should post that in its own, separate suggestion topic. If you don’t, I sure as hell will :stuck_out_tongue:

No, it’s pretty complex, that’s why I would prefer a currency-based approach. I just didn’t think of a simpler solution for player-to-player barter, so I was puzzled as to why you thought it was any different, but now it’s all crystal clear. :+1:

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@CodeMage and @DaVice, is it possible to get the best of both concepts? For example, the in-person trading when online where players can trade for whatever they want/need and the offline market stall?

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It’s software, almost anything is possible :laughing:

All jokes aside, that’s why I suggested that @DaVice make a separate topic for player-to-player barter mechanics, because it’s: 1) fecking awesome, and 2) perfectly doable as a completely separate feature.

Both features are doable. The offline trading feature is provably doable, because there’s already a mod for it. The online player-to-player barter sounds doable, and looks like it would be less effort than the trading, but only Funcom can really make that call.

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Neither @CodeMage or myself are developers so we don’t have any say in what does or doesn’t get implemented. All we can do is express our ideas and opinions here and hope the Devs read them and like them. I don’t have a problem with offline market stalls, but I feel like it will be successfully used a lot less than you are expecting.

Codemage, you are welcome to repost the player-player to trading screen idea. I really like the idea of in-game trading being enabled as a QoL change (not a DLC), I’m just not sure if it deserves it’s own thread, it’s already a part of this one.

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I’m wondering if its bugged. Cause that doesn’t make sense it would work everywhere else but official PVE-C.

To be completely honest I am not going to debate the finer details of how it will or shoild work Tystin. I am only here to lend support for the concept. In an ideal world, I would love to to see some merchants who will both buy and also sell items in Sepermeru and the Camp of the Castaways. But I like the idea of of players being able to set up their own thrall vendors at stands. Similar to the system we see on Fallout 4.

I have also advocated for Copper or Bronze coins to be added in the past. Copper coins especially are not only cited often throughout Conan lore, but it would also grant players some new jewellery options at the casting table, such as bracelets, circlets, etc. It is worth noting that we already have Bronze coins in the admin panel, along with other goodies such as coloured gems. But they are not obtainable as loot, and are just roleplay items which must be spawned in.

I would just love to have a fully fledged economy, and a trading hub. Even just a Sepermeru and the Camp of the Castaways

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Thank you for your thoughts on the matter, Crom. The more opinions on the concept, the better I can refine the idea.

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