Hi there.
Just saw firesparks video on sepermaru and what is going to change there and he is right.
Why don’t you make a big market place there where you can buy stuff like bread, weapons (repair kits), stuff you can only find in the north or the jungle maybe even clothing not just armor but something fancy. And let them sell you more than just 1 item. And maybe a traveling merchant in the jungle and or the north so the game feels more alive and you can actually do something with the gold and silver you find and or make. Oh and maybe add some armor stands so you can show off the armor you made
he it totally right!
I like the ideas here, Sepermeru is a wonderful city / zone with a lot of roleplay flavour in it. Adding more (and more useful) merchants, more scenes, more life ! would only amplify this immersion / feeling.
See also there for more ideas on merchants and that city !
Oh and make the city in the north ( i forgot the name ) peacefull so you can buy new and or sell your old stuff to them. Just an idea to make the game more then it is now.
Believable merchant is not always a useful merchant. One has to give that impression, but the delivery needs to be based on scarcity variables, faction values and the like. Otherwise it doesn’t matter how useful they are.
I’m afraid being able to sell stuff to merchants, however realistic, would probably be very difficult to balance, given how easy it is to mass-produce some items. I assume that’s part of the reason why the merchants are, as a whole, fairly useless.
Well… I don’t think it’s so big problem honestly until you decide merchants could sell you resources and not only food, placeables, weapons and armors.
In fact you can already farm huge amounts of silver and gold coins, the only abusable way of making them with commerce could be if merchants will also sell resources like metal bars or black ice.
But if you limit merchants in selling products like food, placeable, weapons or armors I don’t see how this could unbalance the game.
Obviously if they sell legendary things it could be a huge problem, but I want the sell something usefull just for estetics or helping at low levels, not for increasing power.
It was just an example of what they could sell. They can sell you anything better than what they do now. And yess selling them stuff would not be a good idea cause then the devs have to rewrite the merchants and the economy i belief (correct me if im wrong ). But anything is better than a dead city and a empty feeling game and city’s
Devs could begin from a reputation exchange and extend it from there, in case needed. One could say we sell items to gain favour. For example an ambushed hunter on the road asks for water. We can approach the matter in our way and bring the event closure. Reputation gained. Goal is to raise the right flavour of reputation to gain a title we want to sweeten our names with and restrain ourselves from getting opposite reputation. For those who don’t care, they go with their flow. Those who care do their flow as well getting the result they want.
Perhaps if they had a persistant stock system of a sort? (With stock going up and down based on what people sell and buy from them… With prices that reflect how much they got, and maybe even have them refuse to buy stuff outright if they have too much in stock already while paying top dollar for stuff they are low on?)
Scarcity principle.
For economy in the game - there is currently none. There is no trade and there is no real “sink”. The current merchants are useless. Waste of space. Since the player currency is time merchant items should reflect that. Silver in Sepermeru should for example not be very valuable there. In the city in the djungle silver should be more valuable, but gold not so etc. Wood is everywhere so that you cannot sell, same for stone and iron. That you can only buy, not sell.
I also like the idea of having furnature merchants. Perhaps carpet merchants that sell carpets only found with that merchant. If merchants sell more of social items and resources then I think it could work. Merchants shouldnt sell legendary items or high level items. Resouces (save time grinding) or social items (for example carpets).
I like that idea, to combine Missions and Reputation-mechanics with merchants use.
If player reputation is neutral for that faction the price to buy is for example 10 gold, selling same item to that merchant gets 1 gold. If reputation is positive the price to buy is 5 gold, selling is 2 gold (Merchants should always pay less when player sell them items. ). Negative reputation then no purchase can be made.
One fun thing with having reputation combined with merchant is that you can add merchants that does not care about reputation but is super expensive instead. Also, you can add a priest of Set that sells antidote 10 bottles - if you sacrifice to Set (50 gold?) but purchasing it comes with negative rep for the other factions. Same exist for the other factions. This is a social merchant, ie. doesnt really affect game play but for those that want to RPG and not have all dietys at once this would be fun imo.
A wandering furniture merchant sounds interesting as a concept.
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