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BatMUD Forums > Ideas-wanted > Re: utterly dumb shopkeepers

 
 
#1
17 Nov 2006 01:24
 
 
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?

 
Rating:
21
Votes:
23
 
 
Mithrand
2y, 56d, 7h, 7m, 23s old
Level:
100
 
 
#2
17 Nov 2006 01:57
 
 
You sold a grand golden breastplate <yellow glow> worth 32724 gold coins.
#10 a grand golden breastplate <yellow glo ( 1610k, 1, AWESOME, 4.98 kg)
Merchant says 'It would cost you 1610000 gold coins, madam.'

I have this itchy feeling its the base price that comes from materials plus
something diipadaapa from sac value. Anyway,the shop owner wants double the
sac price when buying it back (or something like that) and i agree that that
fucking blows. 10% profit for a simple store shopkeeper is nice as he does
zero sweat for the profit. 30% is huge profit and getting 1,5 times the items
import price is like a dream. And don't dare give me any crap that the shop
keeper values the magical properties or such as it does not get give decent
price for those good magical items when selling and same time (sometimes) the
merchants wont ask decent price for powerful magical items. No offense who
ever decided to what the shop prices should be but next time you go take a
bath, take a toaster with you. Thanks for making shopping a stress adventure
of its own.
Maybe tune it like 5* the sell value? Its still way over the top but at least
then getting stuff back is possible,

A :-D hits you.

 
Rating:
14
Votes:
18
 
 
Blacksmith
194d, 11h, 9m, 55s old
Level:
45
 
 
#3
17 Nov 2006 02:37
 
 
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.

 
 
 
Shinarae
A r c h w i z a r d
1y, 291d, 0h, 34m, 12s old
Level:
200 [Wizard]
 
 
#4
17 Nov 2006 03:34
 
 
Shinarae wrote:
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.
I would imagine 'registering' eq on a voluntary basis would be a way to
moniter how much player to player eq is sold for. I wouldn't mind typing
'eqregister mighty axe of marion sold for 400k' after a sell. Might make it
mandatory or something for merchants carts or something.

 
Rating:
-2
Votes:
12
 
 
Thorfinn
112d, 21h, 2m, 10s old
Level:
30
 
 
#5
19 Nov 2006 15:54
 
 
Quote:
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.
I so much love to bash your theses, theres an obvious flaw in
your logic, if players were able to sell items for sacval to shop,
then newbies would be able to buy the items from shop for
2x sacval. Furthermore the economy has a tendency to adapt to
even most moronic laws and rules. Ppl would quickly adapt and sell
the wanted items for something between sacval and 2x sacval.
However its completely not the issue.
Quote:
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.
I\'ll make the meaning of my post loud and clear:
The fact that shops can create money out of thin air is NOT AN ISSUE
The fact that shops pay alot less than sacval is NOT AN ISSUE
The fact that sacvalues and shop prices do not match market value is NOT AN
ISSUE

The point is, shopkeepers do not create EQ out of thin air.
They have to buy it, they do pay a certain amount money for that.
The whole problem is they ask a ridiculous amount of money for stuff they have
bought for so little. So, when a player A sells an item to shop, and then
player B buys it, then its a clear case of trade between players, with a proxy
that should charge a reasonable fee. (money goes outta bat, aint that a good
thing?) (atm players trade ALL eq directly and only fee paid is 100gp at bank
if no coins used)
For a record, currently shopkeepers easily ask 50x the price.
For a record, mineral exchange gives the seller 99% of money paid buy buyer.
And don\'t you start yelling that player gets the money when the mineral is
actually sold. It\'s not an issue.

 
Rating:
4
Votes:
11
 
 
Mithrand
2y, 56d, 14h, 38m, 24s old
Level:
100
 
 
#6
20 Nov 2006 22:06
 
 
*sigh I shouldn't respond to this, but...

Mithrand's original post was "Why don't shop values pay me more money, closer
to what the players would pay?" I tried to explain it, but he (and, judging
from the votes, quite a few others) didn't seem to get it, so I'll try again.

BatMUD shops are deliberately biased against large value items. Such are not
supposed to be sold for a realistic value. Why? Because you can sell an item
to the shop at any time, no matter who is online, and no matter if anyone
would ever buy the item. It is instant, convenient cash. The price of that
convenience is that you have to take a lowball offer. The few stores in real
life that do that sort of thing (pawn shops, for example) do almost exactly
the same. Now it is true that they turn around and try to sell it for a huge
amount. For the record, just about nobody buys them. When was the last time
you looked for a Torso maker at the general weapon store? Or an eckma at the
lux armour shop? They aren't there. Nobody would sell them at the low shop buy
price. That's intentional.

I am not going to edit shop buy/sell prices to make it easier for you to rape
"cash eq" that you know nobody wants to buy from you. If the item is worth
what you think it is, you should have no problem selling it. Sales channel not
responding? Don't despair. Contact a friendly merchant for a cube slot. Or use
the auction house coded for just this reason that nobody ever uses. Either
way, you'll get a large chunk of the profits if the items sells at the price
you ask (just like the mineral exchange) and have the luxury of offline sales.
But they will take some time, and you do need an intersted party. If you need
the money now now NOW, or of you can't be bothered to find an interested
buyer, or if you know that nobody wants the eq you find, you'll either have to
settle for the shop's lowball price, or get some extra chest slots for the
items you'll be stockpiling.

Now there was some attempt to "bash" one of my points by saying a few things:
-- if players were able to sell items for sacval to shop,
then newbies would be able to buy the items from shop for
2x sacval
Yes, but they can buy it for 2x sacvalue _now_ and they don't. Why should
shops pay _more_ money for items they can't move? Who would do that? Nobody,
that's who.

-- Furthermore the economy has a tendency to adapt to
even most moronic laws and rules.
Yes, but I will not force them to adapt unnecessarily. Especially when it
involves you selling things the way you want to, regardless of how the rest of
the MUD would be affected.
-- The fact that shops can create money out of thin air is NOT AN ISSUE
Yes, yes it is. You are asking the MUD to create more money out of thin air
for items that nobody wants to buy. All that would do is increase the money
made by players in the same time and same effort. The word for that is
"inflation". Look at the last few years in the MUD and eq prices. Do they
really need to go up more?
-- So, when a player A sells an item to shop, and then
player B buys it, then its a clear case of trade between players, with a proxy
that should charge a reasonable fee.
We have a place or two in the MUD that can do that. They are not shops. They
do not pay up front. If the money is to be paid by the MUD, upfront, when
there is no guarantee of a sale at the other side, then you have to expect the
shopkeeper to set prices according to the risk they take, just like anywhere
else. If the risk of "no sale" was really that small, you'd sell it yourself.
Don't push your inability to sell low-level eq onto us and then complain when
our price is too low for your tastes. At least we're open 24-7.
-- atm players trade ALL eq directly and only fee paid is 100gp at bank
if no coins used
Good! With actual usable eq, that is exactly what is supposed to happen! We
have a viable, stable (more or less) BatMUD player-to-player economy. I'm not
going to shake things up because you want to move a few more spider sabres per
boot.

Shinarae Lluminus

 
Rating:
7
Votes:
13
 
 
Shinarae
A r c h w i z a r d
1y, 292d, 9h, 48m, 5s old
Level:
200 [Wizard]