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I can explain it to you, but I can't understand it for you.
ffordesoon wrote:@tuluse:
If there's vendor trash, there's a problem, because it's tedium for the sake of it. The method I outlined is the best way to fix that problem, in my estimation.
If there's no vendor trash, and shops can be entered without any loading screens, there's no problem, and this thread ceases to be relevant.
I'm going on the assumption that there will be vendor trash, because marginal utility decreases as scarcity decreases. It's a fundamental problem of economics. Also, not every item will be useful to every player, and there will always be people who use the resources at their disposal effectively enough that they have a surplus. Why punish careful play with increased tedium? Who does that actually help?
And, you know, they have eighteen months to make this game. There are going to be some Band-Aid solutions to some problems, there are going to be at least a few bugs, and not everything will be balanced properly. That's the nature of the beast when you're making a sandbox RPG, particularly in this amount of time. Reducing tedium to a minimum will mitigate those factors substantially for a lot of people.
Joby wrote:**big post righ above**
b0rsuk wrote:This begs for a discussion about food&water.
Food has become meaningless in modern RPG games. True, in many old games food was largely meaningless (for example one of my favorites - Ultima III Exodus; it's only a meaningful expense in the early game). So players said "food is stupid ! Get rid of food !".
tuluse wrote:Well this really depends on what the themes of your game are.
For example in Baldur's Gate, there is no shortage of food or water. The next town is usually less than a day's travel away. There would be no point to making the player consider where his next meal comes from in this game.
b0rsuk wrote:tuluse wrote:Well this really depends on what the themes of your game are.
For example in Baldur's Gate, there is no shortage of food or water. The next town is usually less than a day's travel away. There would be no point to making the player consider where his next meal comes from in this game.
In Baldur's Gate, there's even no shortage of magic. It's a high fantasy setting and no one even raises an eyebrow when he sees a magic item. In Forgotten Realms magic items are seemingly more common than metal tools. Unless you mean gold - gold is extremely common yet supposedly the most valuable metal. A dagger is worth one gold coin...
I can explain it to you, but I can't understand it for you.
b0rsuk wrote:Hopefully more people at the team think like you.
Joby wrote:That's a world where you tell your party members arguing over a corpse, "Axes don't need to reload."
Greenpee wrote:I'd rather see NPC merchant companions; you can trade with them on the spot, but since nothing is easy and simple, maybe they're a little more expensive? Maybe they replenish their stock and funds when you visit a settlement? Maybe they're useless in combat? Maybe they attract robbers to the party when travelling? Maybe they help the party when haggling with other traders? ...I'm out of maybes, but you get the gist of it.
b0rsuk wrote:In Baldur's Gate, there's even no shortage of magic. It's a high fantasy setting and no one even raises an eyebrow when he sees a magic item. In Forgotten Realms magic items are seemingly more common than metal tools.
tuluse wrote:Well not quite. Merchants would set up were there is the most foot traffic because they sell more things then. There is a reason that most restaurants in most cities are downtown, even though the rent is one of the highest areas. So shops in convenient locations within a town make sense.

paultakeda wrote:Here, play this one. So minimalist and yet so true to the mechanic... no trash items and you can hit the "shops" instantly.
I can explain it to you, but I can't understand it for you.
Gizmo wrote:tuluse wrote:Well not quite. Merchants would set up were there is the most foot traffic because they sell more things then. There is a reason that most restaurants in most cities are downtown, even though the rent is one of the highest areas. So shops in convenient locations within a town make sense.
True when there is competition, but it's so often a weapons dealer, an armorer, an herbalist, and an alchemist; if your the only game in town, people come to you.
Likewise... In a Wasteland setting, if there is just some guy with a shack full of army surplus... people come to him ~wherever he sets up shop, no?
tuluse wrote:Gizmo wrote:Likewise... In a Wasteland setting, if there is just some guy with a shack full of army surplus... people come to him ~wherever he sets up shop, no?
Well, 1) if they know he's there, and 2) if that's the case than a town would actually rearrange itself so he was in a more convenient location. People wouldn't want troops marching through their front yards every time they need some ammo
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