Author Topic: System Spawning  (Read 2224 times)

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Offline Mickey Kudlo

System Spawning
« on: May 18, 2012, 11:54:27 am »
All RPGs have it, even V1/V2, where items magically appear and dissappear. Like monsters drop gold and items spawn in dungeons or like bodies dissappear and such.
I want to try and eliminate this but without making it un-playable I guess. MC does it well, they just spawn monsters. All items come from somewhere logically. I always wanted to do that with RPGWO, from the beginning, but I think it might make it too extreme.

So how would warriors make gold? Or any none miner/blacksmith? Well, it doesn't always need to be about currency trading. It could be more about goods trading. Say a warrior trades some hides/sides (taken/dropped from monsters carcass) for food from the tavern/baker. As long as the item has a value to the person being traded for it. Like plant ingredients traded for potions or food traded for weapons. Maybe a little too different, heh. But I want to try at least.

Don't give me that "does adding this feature make the game fun/funner?" crap. Cuz really, it adds challenge. I want a challenging game with fun (I guess). I don't know, I just like to code :) and realism is cool to a point.

I just would like to see every item have a history and logical origin which in a player built/run world, is important I think. Worlds are so, what the admin/builder makes of it. I want players to make it, whether that be good or bad depends on players. Grr, need to talk about government next/soon.
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Offline Mongo

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Re: System Spawning
« Reply #1 on: May 18, 2012, 12:41:17 pm »
It depends on how advanced you want to make NPC's.

NPC classes and loot tables based on that class.

Humanoid - Humans, goblins, orcs.. anyone who has pockets or a backpack.. or an inventory. All of these creatures could have gold (and can be killed for it). As well as gold, they would have items pertaining to their situation. An NPC in a village might have farming equipment. A goblin scout might have a spyglass. If you make it so these creatures can INTERACT with the environment, they might pick up something they see. Like if they see gold on the ground, there's no reason why they wouldn't want to grab it, adding it to their inventory. Or a weapon, they could equip it (if you make them able to equip things).

Beast - Wolves, bears, critters. Obviously wouldn't have gold. However you should be able to salvage materials from their corpses like pelts, claws, teeth, etc. Whether this is done VIA a skill or just in a loot table is up in the air.



And so on and so forth. Every NPC can be categorized and their loot can make sense.


I strongly agree that much of the trading should be trading GOODS not just coins.. trade services for materials or materials for materials, etc. I don't think the entire economy should be based around a currency, but it's nice to have it.
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Offline Tokoshoran

Re: System Spawning
« Reply #2 on: May 18, 2012, 01:29:45 pm »
You could turn the trade window into something more Morrowind-esque, where you drag and drop items between your inventory and the shopkeeper's. There would be a sell/buy value for all the items, so when it gets close enough (or if you're selling greater value), they'll agree to it.

If haggling is added, then this can apply to the overall value difference that they will accept. Dragging a pile of gold will always add 1 sell value per gold piece.

Offline Mongo

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Re: System Spawning
« Reply #3 on: May 18, 2012, 01:45:17 pm »
You could turn the trade window into something more Morrowind-esque, where you drag and drop items between your inventory and the shopkeeper's. There would be a sell/buy value for all the items, so when it gets close enough (or if you're selling greater value), they'll agree to it.

If haggling is added, then this can apply to the overall value difference that they will accept. Dragging a pile of gold will always add 1 sell value per gold piece.

This works well with NPC's but trading with other players is a little different. For example, let's say you want to trade me some copper ore for my iron dagger of pointiness. I may not need copper ore and might value it much lower than someone else.

The value of 1 gold coin is universal. The value of trade goods is variable.

I don't know that you meant for this to apply to players as well, I guess I just assumed. If not then .. carry on!
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Offline Tokoshoran

Re: System Spawning
« Reply #4 on: May 18, 2012, 01:51:55 pm »
I was thinking that the value of the trade good would depend on the NPC in question--obviously when it comes to player trade, the classic window works best. Secure trade and NPC trade are two different things.

Offline Mickey Kudlo

Re: System Spawning
« Reply #5 on: May 18, 2012, 03:34:21 pm »
I believe I would use the secure trade dialog for both cases and keep things consistent.
I can see the Haggle skill playing a role except... NPCs will have the skill too and since they will be using it alot, leveling it, heh, good luck :)

Also, would like to see a more traditional coin system: copper, silver, gold, electrum. Where each one is worth 10 times more than the last one. Then prices/value would be in CP (copper pieces/coin). Or keep it simple with just gold?
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Offline Greatest

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Re: System Spawning
« Reply #6 on: May 18, 2012, 04:30:29 pm »
going to agree with Mongo on this 1...

I love the trade idea and most of the stuff I sell in game is usually for goods not gold.  what crafter needs gold after they have land mule and traders set up?  I usually melt my coins down to make jewelry after I have the basics.  using the barter system you have to find a person who wants the goods you have to trade or you'll get ripped off.  I suggested trophy items in another thread, these could possibly be used as a trade item, but again the value would still be based on who you trade with(better trophies from stronger monsters since they level?).  warriors could find a trader who wanted trophies and produced a good they need, or use an npc(collector style?) who trades trophies for coins or items.  the barter system worked well for many centuries, but there is a reason it was killed off by currency...it simplifies trade!

I think the simplest way to add a real value currency to a game would be to have a central government, killing monsters near a city would get you a few coins(quest style?) from the person who runs the city...other tasks such as collecting things the town needs, or escorting dignitaries from place to place(no bandit ambush though since that works differently).

also why would electrum be worth more than gold?  wouldn't it have similar value to silver?  I do like the different types of coins, but maybe only use the 3 basics?

I'm completely against a haggling skill.  you can haggle with players and get a better price at times, but it should be based on player to player relations, not some skill.
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Offline Mongo

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Re: System Spawning
« Reply #7 on: May 18, 2012, 08:17:49 pm »
going to agree with Mongo on this 1...

 :o
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Offline Tokoshoran

Re: System Spawning
« Reply #8 on: May 18, 2012, 09:07:51 pm »
Also, would like to see a more traditional coin system: copper, silver, gold, electrum. Where each one is worth 10 times more than the last one. Then prices/value would be in CP (copper pieces/coin). Or keep it simple with just gold?
Just ten seems a bit low. It's frequently done as 100 or 1000. Of course, if you accidentally missed that extra zero, then it'd make a lot more sense.
Also, with the system you're planning, where the NPC's stats reset on respawn, after a successful gravylyn raid, the shopkeepers would once more have low level haggling.


Offline Mickey Kudlo

Re: System Spawning
« Reply #9 on: May 19, 2012, 02:46:44 am »
OK, yeah, just copper, silver and gold.
You may have conquered my worlds, but I destroyed them!

 

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