Shattered Kingdoms

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PostPosted: Thu Apr 05, 2007 1:25 pm 
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Cyra wrote:
Actually, the inflation has encouraged such behaviors as stunning shopkeepers for their equipment, because no one in their right mind is going to spend that much money on a piece of equipment.

This exploit is not news to me. There's already a fix for it next update.


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PostPosted: Thu Apr 05, 2007 1:26 pm 
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well...there are people like me who have full bank accounts...and like seeing 50 obsidian in the bank, and normally don't spend it.


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PostPosted: Thu Apr 05, 2007 4:47 pm 
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Dulrik wrote:
This exploit is not news to me. There's already a fix for it next update.


I never considered it an exploit, just the shopkeeper getting his face pummeled in by customers who are too upset at his price gouging.

I still think that coin needs to be made a bit more rare for the economy system to work.


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PostPosted: Thu Apr 05, 2007 5:15 pm 
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The issue that comes to mind is that while buy prices go up a lot. Sell prices do not. If I want to buy one bit of Zemars armor I need to fill a selling shops Inv to stop inflation. To stop inflation is more work than it is worth for those who can. For those who dont know items and such its a real pain.

The numbers of change needs to be altered or sell prices need to go higher with buy prices so that economies are dynamic. Rather than what is currently happing all nations with something worth something are becoming inflated. There is to much free money for the system to work with its current numbers on economies of scale.

Something that might help with making the economies more dynamic would be to have Fecket Piac's Bazaar change the economy it is in and more likely to stick around in areas with high inflation. Maybe even starting a second such place.


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PostPosted: Thu Apr 05, 2007 7:34 pm 
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Dulrik wrote:
Sell prices go down from their base during a recession. Buy prices go up from their base during inflation. To allow them to move in the opposite directions would encourage twinking.


Maybe I'm missing something, but what is there to twink? Even if one person or one tribunal tried to manipulate prices this way, they're not the only ones affecting the economy. You can't purposefully keep prices down by driving a kingdom into recession because the demand for its cheaper goods would pour coin into the country.

The problem is that there's a natural limit to the drop in selling prices during a depression, but there's no cap in how high buy prices can go during an inflation. I don't think that's balanced, and if anything, the code is producing the opposite of what was intended because of it. Instead of starting the kingdom on a downward spiral towards depression once recession hits, what happens is that a kingdom in inflation can do very little to keep prices from skyrocketing.

Restricting the options of players (especially darkies) by preventing them from stunning shopkeepers for their goods doesn't fix this basic problem with the economy. I think increasing the value of goods sold by players in inflated kingdoms (or alternatively, placing a cap on how much inflation can raise prices) is a better and simpler fix.


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PostPosted: Thu Apr 05, 2007 7:59 pm 
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Okay, that sets me off. Stunning shopkeepers and taking their goods is not exploit, it's common sense. You have do to the same thing to NPCs that have items that lighties can request, and darkies can't. There are certain quests and areas that involve stunning mobiles and taking items. Why is it all of a sudden an "exploit" to do it to shopkeepers?


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PostPosted: Fri Apr 06, 2007 6:11 am 
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Goldlantern wrote:
Okay, that sets me off. Stunning shopkeepers and taking their goods is not exploit, it's common sense. You have do to the same thing to NPCs that have items that lighties can request, and darkies can't. There are certain quests and areas that involve stunning mobiles and taking items. Why is it all of a sudden an "exploit" to do it to shopkeepers?


Because it "circumvents" the fact that you have to pay 3 obs for a set of brass?


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PostPosted: Fri Apr 06, 2007 9:18 am 
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The simple solution is to NOT MAKE IT COST 3 obsidian to buy a piece of brass. Anyway, it seems that my distaste for this change doesn't matter, since it's gone in anyway.


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PostPosted: Fri Apr 06, 2007 11:14 am 
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What makes you think that the shopkeeper actually carries an inexhaustible amount of goods on his person? The shop code was part of the base game and the creators put the goods on the shopkeeper as a coding shortcut. But in reality, that stuff is in locked cases or in the back-room or a dimensional pocket or something. He grabs it from the same place where he puts your money when you make a purchase. So this is a fix for an early coding shortcut.

Now on the other hand, if you sell him an item that he doesn't normally stock, I believe that should still be there when you kill him.


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PostPosted: Fri Apr 06, 2007 11:35 am 
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It still doesn't offset the fact that you have to pay a bazillion obsidian to purchase something in an inflated kingdom.

For many characters that aren't at least expert level they don't have the explorative means to hop over to say Seawatch to get some goodies.

And it seems once a kingdom becomes inflated, the inflated prices only serve to create more and more inflation until you have to pay very absurd prices for goods. And a shopkeeper is going to notice if his stuff isn't selling.

I think the first thing I learned in economics is that an item is only worth the amount that someone is willing to pay for it. Obviously, nobody wants to pay these enormous prices.


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