Dynamic Merchant as a gold sink
Posted: Tue May 10, 2016 2:47 pm
Demo posted on the neverwinter vault:
http://neverwintervault.org/project/nwn ... c-merchant
Have a merchant that has a chance at stocking some of the rare items from the loot table, at exorbitant prices.
The store inventory changes over time, so checking the merchant at any time has a chance of revealing something desired, not just after reset. For my demo module he doesn't have anything for sale right after reset.
I think this could also be an opportunity to add a gold sink. A scripted store that will stock items from a list, but it has to be able to afford to purchase the item to stock it. It will also sell off stock randomly, so that the inventory doesn't stagnate.
Initially the store is too poor to be able to stock any highly valuable items. But, as players do business with the store the store is able to use the profits to stock more valuable items. Wealthy players with lots of gold, but wanting epic items, will have an incentive to dump gold at the store to pump up its resources, in hopes it will stock something good. My hope is this will create a gold sink that is proportional to the excess wealth, in a manner that doesn't just benefit the super wealthy.
Right after dumping a large amount of gold on the store would be the best time to find high quality items, as the store has a large surplus of gold and can afford a really expensive item if it comes up. Over time the store will tend to spread that capital over a bunch of mid range items. So while the quality of goods will increase overall until reset, the person dumping gold on the store and waiting to see what comes up next will be able to spike the quality.
I scripted it to just pull items off a list from a .2DA file. But it would be straight forward to use another loot generation script instead. There're a few lines for creating the item, just replace them with whatever loot generation is desired.
Some of the randomly created items have a very high gold value, but are really rather useless. These would end up being sold to the store, and the store would eventually sell them and rapidly boost assets. This would reduce the store's ability to act as a gold sink, so I'd cap the value of randomly generated items when exchanging them for store gold. I'm guessing they're recognizable by tag or something, if not that's an easy fix. Set all randomly generated items to a specific tag, and fix the appearance changer to also copy item tags. Then check the item tag when selling off inventory.
The demo starts out with no inventory, but lots of gold. If you watch for awhile you'll notice at first it buys some expensive items, but over time it ends up with higher quantity but lower quality.
Inspired by something I saw in Karond's thread about the economy. I don't remember who had the idea for a merchant with a randomly generated inventory. I saw it in a quote followed by the contention someone had with it and immediately thought, that's a good idea and that problem is easy to address.
http://neverwintervault.org/project/nwn ... c-merchant
Have a merchant that has a chance at stocking some of the rare items from the loot table, at exorbitant prices.
The store inventory changes over time, so checking the merchant at any time has a chance of revealing something desired, not just after reset. For my demo module he doesn't have anything for sale right after reset.
I think this could also be an opportunity to add a gold sink. A scripted store that will stock items from a list, but it has to be able to afford to purchase the item to stock it. It will also sell off stock randomly, so that the inventory doesn't stagnate.
Initially the store is too poor to be able to stock any highly valuable items. But, as players do business with the store the store is able to use the profits to stock more valuable items. Wealthy players with lots of gold, but wanting epic items, will have an incentive to dump gold at the store to pump up its resources, in hopes it will stock something good. My hope is this will create a gold sink that is proportional to the excess wealth, in a manner that doesn't just benefit the super wealthy.
Right after dumping a large amount of gold on the store would be the best time to find high quality items, as the store has a large surplus of gold and can afford a really expensive item if it comes up. Over time the store will tend to spread that capital over a bunch of mid range items. So while the quality of goods will increase overall until reset, the person dumping gold on the store and waiting to see what comes up next will be able to spike the quality.
I scripted it to just pull items off a list from a .2DA file. But it would be straight forward to use another loot generation script instead. There're a few lines for creating the item, just replace them with whatever loot generation is desired.
Some of the randomly created items have a very high gold value, but are really rather useless. These would end up being sold to the store, and the store would eventually sell them and rapidly boost assets. This would reduce the store's ability to act as a gold sink, so I'd cap the value of randomly generated items when exchanging them for store gold. I'm guessing they're recognizable by tag or something, if not that's an easy fix. Set all randomly generated items to a specific tag, and fix the appearance changer to also copy item tags. Then check the item tag when selling off inventory.
The demo starts out with no inventory, but lots of gold. If you watch for awhile you'll notice at first it buys some expensive items, but over time it ends up with higher quantity but lower quality.
Inspired by something I saw in Karond's thread about the economy. I don't remember who had the idea for a merchant with a randomly generated inventory. I saw it in a quote followed by the contention someone had with it and immediately thought, that's a good idea and that problem is easy to address.