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Discussion in 'Design Discussions' started by MWTaylor, 11 July 2017.
It's the only way
There will never be a market for below R50 as we all say you need to be in a clan to survive and thrive and the way levelling of crafting works means bags of free r40's.
If salvaging was in the game that might change, but then again making R40 easily available through easier harvesting means it won't.
Please do not add vendor purchased recipes or molds to the crafting system - its another Non Fun step that doesn't add any value.
Well I am gonna replay to just the original post as it seems this thread has gone off the rails a bit.
Player Vendors have one drawback that has to be guarded against. Players make their own player market. For example in UO it was Luna.
One city was where the vast majority of players did all of their business. Everyone else might as well close shop. I can think of two options that would avoid this. I am sure others could put their heads together to come up with more.
1) Might want to just make certain areas, markets. Have players rent space at vendors already placed by the game. You will end up with a lot less wasted code since most players are just gonna gravitate to doing this anyway.
2) DAOC got around this with an npc that listed the goods of every player vendor in the area and gave the house address. It had a well developed search engine. I suspose something along this line would work as well.
Anyway, hope this helps
U can search on a search option inside game now for what ever u want..this makes to where no matter where ur vendor is ur items will always show up in the list and it tells the buyer where ur vendor is..
We've changed the design on this to be a local market with global search and convenience fees to buy goods from other markets.
Going to lock this to prevent confusion, sorry guys.