dungeon of the week
I totally need to implement a 'DUNGEON OF THE WEEK' feature ...
From what I can tell, chance to sell is non-existent once you get around... 40-50% markup of value. (I try to bring markup to roughly 30% if it defaults to something lower.)
When buying offers, there is no haggling and nearly always offer at or near value... though I guess since NPC shops will buy those up anyways, don't matter much to the heroes.
I'm very conscious on how opaque the current pricing is. In principle items should be able to go for much more than their base value (if they are of better than normal quality / bonus). I haven't spent enough time analysing how the heroes truly respond to this, though. In general the answer seems to be 'not very well' - however the current implementation at least allows the game to be 'played'.
Prices, generally, should be (and are, to a degree) modified by the hero personality, and the individual reputation, after a randomly modified 'appraisal' function. Looking at the prices in the shops (which use the same function) it is not as 'random' or variable as I intended it to be. To compound things slightly, the heroes are pretty dumb when it comes to identifying the 'good stuff' - which makes them unlikely to pay much over base value when something good does come along. Makes it hard for the shopkeeper to justify having high prices for good quality items, as they never (or rarely) shift at the raised price.
I reckon it needs a real good design session, as well as some logging and analysis of what actually goes on in the heroes minds, to figure out a better system.
Will be fun to approach it, but as with all these things it's daunting to start it in the first place (as I know how wide-reaching the changes will have to be).
Suggestion: Sponsoring Heroes, shop gears em up, they give 50-100% of dungeon loot to shop and/or wear logos/advertising. NPC shops should start with a few of these, so that they have core customers of sorts/first pick. Will actively search out for another one if theirs croak.
I can work with suggestions like these. Love the logo / advertisement idea.
@Gear: It is not so apparent the difference between the more expensive gear and the cheap ones...
Nah, as with the pricing, nothing much is apparent, really. Higher level equipment is however more effective than low level equipment when heroes are down fightin' in the dungeons - but when a hero is in possession of a high quality / enchanted item, this is likely to quickly overpower any level benefits anyway (each level of quality / bonus is equivalent to one level of item - e.g. a fine quality (+2) gladius (lvl 1) is as good as a base quality greatsword (lvl 3).
Heroes roll an x-sided dice against monsters that they meet, monsters get a [power]-sided dice, and x for the hero is level + weapon + armor + clothing.
It's another one of those things that is 'working' (in terms of apparent game balance), but I would like to do a bit differently / better. Ties in closely with how items are generated, perceived, valued, assessed etc. by the various parties. Ideally enchanted / high quality items should be more clearly 'special', less common and much more sought-after. Needs a real good session unpicking the mechanics and putting them back together again.