Base Mod Content Thread: Merchants
Moderators: ALFA Administrators, Staff - Technical
Base Mod Content Thread: Merchants
This post will summarize all merchant suggestions for the NWN2 ALFA Base Mod. General and specific suggestions welcome but please read the summary before suggesting new merchants or their specific details.
Thank you.
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Summary
Temple Priest
Fishmonger
Bard
Mage
Paladin
Herbalist
Customized merchandise
Thank you.
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Summary
Temple Priest
Fishmonger
Bard
Mage
Paladin
Herbalist
Customized merchandise
Last edited by Wynna on Mon Jan 16, 2006 5:12 am, edited 1 time in total.
Enjoy the game
From previous threads I've posted into:
* Standard temple priest NPC with pricing structure information and perhaps appropriate cross deity healing information.
* Standard fishmonger NPC. (Assuming we have fishing scripts)
* Standard temple priest NPC with pricing structure information and perhaps appropriate cross deity healing information.
* Standard fishmonger NPC. (Assuming we have fishing scripts)
Current PCs:
NWN1: Soppi Widenbottle, High Priestess of Yondalla.
NWN2: Gruuhilda, Tree Hugging Half-Orc
NWN1: Soppi Widenbottle, High Priestess of Yondalla.
NWN2: Gruuhilda, Tree Hugging Half-Orc
Standard NPC Bard, Mage, Paladin and Herbalists - same idea as priest, but using appropriate spells.
PC: Bot (WD)
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- Overfilled Cup
- Orc Champion
- Posts: 437
- Joined: Tue Apr 05, 2005 6:45 am
1) Which payment system is going to be included in the standard merchants? Gems or tradebars?
See:
http://www.alandfaraway.org/phpbbforum/ ... hp?t=25128
http://www.alandfaraway.org/phpbbforum/ ... hp?t=25654
http://www.alandfaraway.org/phpbbforum/ ... hp?t=25655.
2) A template for player runned shops should be also included.
See:
http://www.alandfaraway.org/phpbbforum/ ... hp?t=25128
http://www.alandfaraway.org/phpbbforum/ ... hp?t=25654
http://www.alandfaraway.org/phpbbforum/ ... hp?t=25655.
2) A template for player runned shops should be also included.
PC: Nylen (TSM)
Alterius non sit qui suus esse potest.
Alterius non sit qui suus esse potest.
Last two links are broken.
Adding the currently implemented tradebars would be a mistake... they are an OOC mechanic meant to fight the non-standard buybacks for IC gems, yes? Nip that problem in the beginning and they won't be necessary. As a method for completely replacing the usefulness of gems, they also strain immersion a bit: "Hey, gold is heavy right!? So let's take the trouble of converting it, then carrying the exact same amount around in brick form! That alright, guys?"
Adding a broad range of trade goods might be a good idea, though... caravan quests, merchant PCs, etc.
Adding the currently implemented tradebars would be a mistake... they are an OOC mechanic meant to fight the non-standard buybacks for IC gems, yes? Nip that problem in the beginning and they won't be necessary. As a method for completely replacing the usefulness of gems, they also strain immersion a bit: "Hey, gold is heavy right!? So let's take the trouble of converting it, then carrying the exact same amount around in brick form! That alright, guys?"
Adding a broad range of trade goods might be a good idea, though... caravan quests, merchant PCs, etc.
Can we keep the current 'moneychanger' setup? No reason not to allow all merchants to accept gems/tradebars (and price them correctly so they show in the logs), but moneychangers should definetly give a better rate. Hopefully we get the ability to set buy/sell per item catagory. Alternately, we can offer two stores for "Barter Goods" and "Barter Coins" - with 2-3 coin stores being recycled amonst all the merchants.
It would be nice to ensure *ALL* merchants have at least 5-10 ranks in Appraise, plus their stat.
I'd also *REALLY* like to see a system in place to rotate stock. I have one written on TPI that simply cycles the stores, but we should refactor to dynamically edit each store based upon the tag (melee, range, armor) or simply remove a random 25-75% of stock on load (weighted by item value). I think it adds a lot to have to *look* for the gear you want, rather than simply ask who's got the +3 Mighty bows on this server.
It would be nice to ensure *ALL* merchants have at least 5-10 ranks in Appraise, plus their stat.
I'd also *REALLY* like to see a system in place to rotate stock. I have one written on TPI that simply cycles the stores, but we should refactor to dynamically edit each store based upon the tag (melee, range, armor) or simply remove a random 25-75% of stock on load (weighted by item value). I think it adds a lot to have to *look* for the gear you want, rather than simply ask who's got the +3 Mighty bows on this server.
PC: Bot (WD)
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- Overfilled Cup
- Orc Champion
- Posts: 437
- Joined: Tue Apr 05, 2005 6:45 am
My belief stores should be static not NESS. That way the gear is static. IE. If I sell something to merchant A..PC B can buy it from that merchant. Minus a server reset. This is nice for seeing gear in stores that you may never see otherwise.
Fionn:
Will this be one of the features that can be "exported" to NwN2 ? Has it been tested and is working as desired ? Is it a script thats added to the store..or how is it implemented ?
OC
I'd also *REALLY* like to see a system in place to rotate stock. I have one written on TPI that simply cycles the stores, but we should refactor to dynamically edit each store based upon the tag (melee, range, armor) or simply remove a random 25-75% of stock on load (weighted by item value). I think it adds a lot to have to *look* for the gear you want, rather than simply ask who's got the +3 Mighty bows on this server.
Fionn:
Will this be one of the features that can be "exported" to NwN2 ? Has it been tested and is working as desired ? Is it a script thats added to the store..or how is it implemented ?
OC
OC - ever see a static merchant with 24 pages of 'Crude Goblin Bow'?
if the lag doesn't crash you, he *still* doesn't discount them.
if the lag doesn't crash you, he *still* doesn't discount them.
PC: Bot (WD)
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The database could be asked to look for TAGS as they enter a mrchant's inventory. If one enters, it is placed in the store the next time the store opens (spawns) until it is bought.
Items such as Goblin Bow would simply be eliminated.
It is important that merchants have in mind the following:
- Town GP Limits
- Purchasing suitability (a gem merchant is not going to buy your crappy goblin bow)
Items such as Goblin Bow would simply be eliminated.
It is important that merchants have in mind the following:
- Town GP Limits
- Purchasing suitability (a gem merchant is not going to buy your crappy goblin bow)