Jump to content

Simple in-game Trader NPC Market


Peter34

Recommended Posts

In some old RTS games, such as Age of Empires 2, there's an in-game market that all players (human and AI) can sell to and buy from. All commodities start with a base price, and every time someone buys a commodity the price of that commodity goes up (sometimes not visible because it goes up by fraction of 1, but those fractions accumulate), and every time someone sells a commodity the price of that commodity goes down (again, sometimes not visibly). I think it would be cool if there was a trader NPC in the game that worked like that. Some old wandering dude who comes by and asks for shelter, and then you can sell stuff to him in exchange for bottle caps (as in Fallout 1) or dollars, and you can also buy stuff from him. He should buy everything that's of use, even marginal use, and should have a high base price for luxury items such as Honey and fresh food (i.e. meat and vegetable food, as opposed to canned food). Players [I]will[/I] exploit that and so as more and more luxuries are sold to him, prices will drop. Likewise, he should have a very, very high base price for endgame items such as Augers and Sniper Rifles. As an alternative to the wandering trader, who might be too much work to code, there could be a Trading Post situated at one of the four corners of the Big Central City, but as a place yo can only approach and stay at during the day. An hour before sunset their alarm sounds, and their machine gunner posts will fire on anybody who's not a member of the Trading Post, from sunset to sunrise. That way, it can't be exploited as a safe night haven by players, but still facilitat trade. The alternative to an Abstract Market is either a World of Warcraft-style Auction House, or else an EVE Online-style Sell/Ask Market, but neither of those would work at all for single-player, whereas my proposal would (although the economics would be different from in a multiplayer situation).
Link to comment
Share on other sites

In the server i'm in, we have a trading outpost built by the admins. It serves as a meeting point for us players as well as a safe haven for new players to spend the night in when first starting out. But it would be probably good to have an NPC manned trading house in future once they implement NPC characters, bandits and such.
Link to comment
Share on other sites

[QUOTE=LarsingeM;131648]I would like a lot more a swapmarket. I have this item and you can bid with this plus that item. Would need an extra window for trade or a safe zone market.. Any kind of market would be fun tho.[/QUOTE] That is basically a WoW-style Auction House. And missing the "Ask" approach that's possible in the Market system of EVE Online. And it won't be of any use whatsoever in singleplayer. (Basically, I just want a place to sell the Honey I find.)
Link to comment
Share on other sites

[QUOTE=Peter34;131669]That is basically a WoW-style Auction House. And missing the "Ask" approach that's possible in the Market system of EVE Online. And it won't be of any use whatsoever in singleplayer. (Basically, I just want a place to sell the Honey I find.)[/QUOTE] Good point.. Maybe currency is the way to go.. One thing i`d like to suggest as a currency is gold. Gold scrap and gold ore would be awesome to mine/loot, build/craft with and use as currency.. Minting of coins.. Of course its not realistic in the apocalypse but if swapmarket dont work in the gameplay its a pretty pimp solution.. If anyone aggree, support me in this:)
Link to comment
Share on other sites

A good idea, and one that could easily be added to the game. For example - Vendors are buildings that spawn randomly in the world, they have their own keystones and are thus from sky to bedrock invincible. Adding "old world" currency to the game in the form of notes randomly spawned inside the wall safe and backpacks in small quantities to use at the vendors and trade between players would be a good idea to, and of course as mentioned above adding gold ore to the game that can be smelted into gold bars. Vendors could come in 4 varieties, Food, medical, building supplies and weaponry, and generate items randomly, giving them a stock quantity that can be altered in the server options, for example unlimited with all items or regenerative random low, medium and high stock lvls. To access the vendor a player would walk to the door, press E, and be shifted through the door (out of their player state) and into the vendor menu ensuring the player cannot be killed whilst in the menu. Once they exit the menu they are shifted back out of the vendor door (idealy with a run animation and door open and closing animations ;D). Oh and vendors should sell unique items that can only be attained through a vendor, like Cola instead of coffee (that lasts twice as long as coffee) etc.
Link to comment
Share on other sites

I like the idea of an NPC that can buy and sell items, as long as these items are limited and do not remove the fun of having to hunt down these items. However I do not like the idea of auction houses, player to player trading through auction houses ruins online gaming in my opinion by making one player more op than the other at an extremely alarming rate, and eliminates the good spawn points by having it flooded with OP players. [QUOTE=Peter34;131615]In some old RTS games, such as Age of Empires 2, there's an in-game market that all players (human and AI) can sell to and buy from. All commodities start with a base price, and every time someone buys a commodity the price of that commodity goes up (sometimes not visible because it goes up by fraction of 1, but those fractions accumulate), and every time someone sells a commodity the price of that commodity goes down (again, sometimes not visibly). I think it would be cool if there was a trader NPC in the game that worked like that. Some old wandering dude who comes by and asks for shelter, and then you can sell stuff to him in exchange for bottle caps (as in Fallout 1) or dollars, and you can also buy stuff from him. He should buy everything that's of use, even marginal use, and should have a high base price for luxury items such as Honey and fresh food (i.e. meat and vegetable food, as opposed to canned food). Players [I]will[/I] exploit that and so as more and more luxuries are sold to him, prices will drop. Likewise, he should have a very, very high base price for endgame items such as Augers and Sniper Rifles. As an alternative to the wandering trader, who might be too much work to code, there could be a Trading Post situated at one of the four corners of the Big Central City, but as a place yo can only approach and stay at during the day. An hour before sunset their alarm sounds, and their machine gunner posts will fire on anybody who's not a member of the Trading Post, from sunset to sunrise. That way, it can't be exploited as a safe night haven by players, but still facilitat trade. The alternative to an Abstract Market is either a World of Warcraft-style Auction House, or else an EVE Online-style Sell/Ask Market, but neither of those would work at all for single-player, whereas my proposal would (although the economics would be different from in a multiplayer situation).[/QUOTE]
Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...