Mithrand wrote:
Its is ridiculous that shopkeepers are willing to pay only
something about 3k+square root of 'sac val' exceeding 3k for eq
and then try to sell it back for 2x 'sacval'
which results in player getting 5k for a sword and shopkeeper asking 300k for
it
you know.. we have got a working player-to-player economy
i find it so much unlikely to sell an item for 50k if majority of players
value it at 20k
so, why do shopkeepers still try to do that?
Shopkeepers in BatMUD are deliberately made to treat high-end items with
disrespect. Yes, they buy them for laughably low amounts, and yes, they charge
ridiculously high amounts for them. If that wasn't intentional, it should have
been. High-valued items should be either traded to other players, donated to
Damoran, offered to racial shrine, sacced for spider demons, or otherwise used
by players.
Why is this? Shops, unlike players, create money out of thin air when they buy
things from players. Money-making in the game is already a lot faster than it
has been. We don't need to add fuel to the fire by having shopkeepers pay a
fair price for eq-items.
As much as I dislike it when higher-level players make low-level eq and sell
it to low-level players, I would hate it if they could get the same, or
roughly the same, amount by selling it to the shop. Then, the newbies can't
make OR buy the items.
As for the horribly high selling price, well, while that is a relic of old
code, it still serves a purpose. Shops do not make any distinction in their
inventory between items they stock themselves, and those they purchased. It
they starting selling items for less than their sac value, there would be
plenty of ways to take advantage of that. I suppose it is possible for shops
to keep track of which items they bought and which they stock themselves, but
shop code is pretty crowded as it is. I'll worry about that later.
Shinarae Lluminus
P.S. A year and a half ago, I tried to make code to keep track of
player-to-player sales by items, to find out what they were actually worth. It
was a disaster, and not because prices change so quickly. The ways of
buying/selling items were so many that the code needed to keep track of such
things bordered on permasnoop of all players at all times. Eventually the
logging of players actions hit an unusable length of logfiles and lagbursts
started showing up. The project was scrapped. Making code to assing "fair
market value" to items is impossible.