Closed GoogleCodeExporter closed 8 years ago
Pardon me for being possibly incorrect, I'm not much of a developer, more of an
avid gamer type.. anyways, it seems that at the very least it could be based of
a system of different bases and prefixes. I know that is a fairly cliche
system but I personally find it fun and balanced. I.e.
Short swords cost 20gp, then qualities change it. Bronze +5, Tin +7, Silver
+10, etc etc. And then long swords would be like 35g, and continue that sort
of trend.
Also it could lead to more implementations of things like "Flaming silver
longsword"
Longsword is like 35, plus 10 for silver, plus 50 or more for flaming = 100gp.
To sell items just take off a percentagem unless you plan on putting in a skill
like bartering or something
Original comment by ds1904...@gmail.com
on 2 Dec 2010 at 7:40
Sorry to double post but a good example of flaming silver longsword:
Longsword AP 5. Atk Ch 10, Dmg 1-4.
Silver, being lightweight could be like -1AP, +2-3Atk Ch, and +2-3 damage.
So silver longsword would be AP 4, 12 Percent Atk Ch, and 3-7 damage.
Flaming could just add damage, unless you add elemental type damages.
So the end result would be like
"Flaiming silver longsword"
Ap 4, atk Ch 12, damage 5-10, or 3-7 w 2-3 flaming damage.
Original comment by ds1904...@gmail.com
on 2 Dec 2010 at 7:44
I like the suggestion from ds1904.ds to have such item series.
Original comment by SamuelPl...@gmail.com
on 2 Dec 2010 at 9:56
Silver as light and hard? not in real life :) As an "avid gamer" I refer to
silver as specific substance (e.g. damage lycanthropes). This sword is more
like mithril for me, but it's just my stereotype.
Original comment by surrano
on 8 Dec 2010 at 12:08
**** SPOILER ALERT **** some quest related info below...
back into original topic:
I like the idea that most items with same effect are of same price (e.g. gloves
or boots or helm 6% == same price)
As for making price categories for persistent (equipment) items: how about
something like fibonacci? e.g.
1% = 20gp
2% = 30gp
...
6% = 210gp
...
As for healing: I wondered if it was intentional:
- food is more expensive than potions
- more potent potions are more expensive per HP gained
As for fixing price purely by properties:
- may be unbalanced in extreme cases (DND experience of DMG methods of magic
item price calculation)
- special items need special price anyway, e.g. bonemeal potion
Original comment by surrano
on 8 Dec 2010 at 12:14
Mh dont tell him that food is expensive, I got 30k gold of that. ;-)
Original comment by SamuelPl...@gmail.com
on 8 Dec 2010 at 12:20
Some(all?) items should have a required level, but equip/buy is possible. Quest
rewards should bypass "too low level to buy" rule.
Original comment by kims...@gmail.com
on 22 Dec 2010 at 3:38
I know requiring levels would slow the game down a lot. But that's kind of the
goal anyway ism't it? To extend the game till we reach level 50 or so. As it is
know I save up to get the steel sword right off the bat. I like the idea as it
applies to quests too. I've "finished" the game 3 times so far so I know what
quests I can handle but newcomers might need some narrowing of paths. That
would definitely make it easier to integrate the storyline better with the
quests.
Original comment by Captain8...@gmail.com
on 22 Dec 2010 at 5:31
I really think we should figure out some formula to dynamically determine the
store cost of items. That way, items won't be unbalanced with regards to their
cost.
The automatic price should be overridable though, for quest items that should
be sellable for lesser value than the dynamic formula.
Original comment by oskar.wi...@gmail.com
on 10 Feb 2011 at 6:49
Original comment by oskar.wi...@gmail.com
on 29 Jul 2011 at 6:38
This was completed a while ago. Marking as ready.
Original comment by oskar.wi...@gmail.com
on 5 Sep 2011 at 8:28
Released in v0.6.10 . Closing.
Original comment by oskar.wi...@gmail.com
on 21 Oct 2011 at 8:56
Original issue reported on code.google.com by
oskar.wi...@gmail.com
on 29 Nov 2010 at 8:02