![]() |
#1 |
Angband Devteam member
|
New store inventory management
Following on from the "buyout button" poll, and if Takkaria is willing, I am keen to fix the store-scumming problem now, rather than see a buyout button implemented and have the problem continue.
I think, from reading the thread, that everybody agrees that if a store is ever going to stock something, it should be available. The buyout campaigners want to do this by buyouts, and the anti-buyout crowd would prefer to see some other mechanism for setting the price of the desired item. So there are two issues here: which items should be available (ever), and how should we determine their prices. I'm happy to hear views on the former, but to be honest I have no real problems with the items which are currently stocked. The BM is obviously excluded from this entire discussion - it's up to Takkaria if he wants to remove it, but I'm not planning on touching it. So we're left with discussing the prices. Each item has a base price, which (for consumables) is fixed in object.txt - I'm not planning to change these. The discussion needs to focus on how prices for consumables escalate when they're restocked. My plan is to create a "market prices" array, so that the "current" store price of every consumable can be tracked separately from the base price. This means messing with savefiles, if Takkaria will allow that. (Another way to do it is to add a market price element to the object kind structure, but it amounts to the same thing.) My assumption is that the price increase of each item will be roughly proportional to its base price. But some things are much more commonly required than others (I'm thinking ?phase and !CSW, not to mention ?WoR and ammo) - perhaps these should not escalate at all, like at the moment? Other things (like ?enchant) should definitely escalate - perhaps as much as 50% of the base value each time the stock runs out. I don't want to track how many of each item have been purchased (means yet more savefile bloat), but we might need to tone down the randomness of amounts - currently you can find 1 !CSW or you can find 79. We might need to agree small variances around fixed figures, so that prices escalate after roughly constant purchase numbers. For things like ?phase this would be quite a large number (30? 50?) and for things like ?+dam it would be a lot smaller (5? 10?). Sorry if that's a bit rambling, but keen to know if people would be interested in this, or if we'd rather carry on arguing about a buyout button. EDIT: sorry, finished that in a bit of a hurry. I meant to say that the price increase should be random *up to* something like half base price, and also that there should be a possible random reduction to represent other sellers, new products etc. So the actual market price adjustment on restock should be something like: market price = old price + randint1(base price * 2 / 3) - randint0(base price * 1 / 3) .... that would give an average increment of 1/6 base, with the possibility of up to two thirds, or up to 1/3 reduction. That should prevent prices of desirable items spiralling out of control, but would need testing to ensure that it's not too generous for ?+dam etc. Then of course one could add a small (one_in_(whatever)) chance that the price drops dramatically - maybe all the way back to base - some sort of 'price reset' mechanism. This may appease those who cling to the fact that buying out stores doesn't currently increase the actual item prices ... Last edited by Magnate; June 7, 2009 at 13:56. |
![]() |
![]() |
![]() |
#2 |
Knight
Join Date: Jun 2008
Posts: 593
![]() |
Everything seems pretty sensible. Have a few questions to throw out there, though.
1. Are all items currently capable of being generated always guaranteed? 2. If so, will there be room for everything + reasonable space for selling to stores? 3. Is it feasible to have no town source of endgame consumables w/ current dungeon generation? 4. Should BM-only, but non-endgame consumables be put on sale at a high premium at regular stores? (?tele, ?telLevel, &c) 5. Should the Armory and Weaponsmith simply be replaced by good starting equip?
__________________
Bands, / Those funny little plans / That never work quite right. -Mercury Rev |
![]() |
![]() |
![]() |
#3 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,993
Donated: $40
![]() |
I don't think these changes belong in V for the first attempt. Angband is fun because it's not predictable (or fair). I don't see why making it more predictable is likely to make it more fun.
|
![]() |
![]() |
![]() |
#4 |
Knight
Join Date: Jun 2008
Posts: 593
![]() |
But the whole point of having a town is that it's more predictable than the dungeon. Just how predictable you want it to be is a matter of taste, I suppose. Even store restocking boils down to a measure designed to add a greater measure of predictability.
__________________
Bands, / Those funny little plans / That never work quite right. -Mercury Rev |
![]() |
![]() |
![]() |
#5 | ||
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
![]() |
Sounds a little like simulated supply and demand, something I've suggested before.
![]() Quote:
Quote:
A little off topic: Is there any chance of decreasing sale price of items, making it dependent on CL, and in exchange, increase the size of gold deposits/drops/finds in the dungeon. I'm looking for less gold from selling and more gold from actually finding it and killing stuff.
__________________
www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. |
||
![]() |
![]() |
![]() |
#6 | |
Angband Devteam member
|
Quote:
|
|
![]() |
![]() |
![]() |
#7 | |||||
Angband Devteam member
|
Quote:
Quote:
Quote:
Quote:
Quote:
|
|||||
![]() |
![]() |
![]() |
#8 | |||||
Knight
Join Date: Jun 2008
Posts: 593
![]() |
Quote:
Quote:
Quote:
Quote:
Quote:
__________________
Bands, / Those funny little plans / That never work quite right. -Mercury Rev |
|||||
![]() |
![]() |
![]() |
#9 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,993
Donated: $40
![]() |
Teleport Level was too rare for a while, after the change in black market depth. The addition of Deep Descent has mostly fixed it. You really shouldn't need more than a dozen or two escapes in a game.
|
![]() |
![]() |
![]() |
#10 | ||||
Angband Devteam member
|
Well, you teleport much more than I do, but fair enough for spellbooks and _dEvil.
Quote:
Quote:
Quote:
Quote:
|
||||
![]() |
![]() |
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Display Modes | |
|
|
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
Why is inventory management gospel?? | Orillian | Vanilla | 43 | March 31, 2009 02:21 |
Feature suggestion 'l'ook for inventory/equipment | PaulBlay | Development | 5 | March 1, 2009 09:03 |
Proposed inventory changes! Comments please! | Orillian | Vanilla | 13 | February 11, 2009 22:03 |
Elemental attacks destroying inventory items - challenging or frustrating? | hugorune | Vanilla | 24 | January 28, 2009 09:23 |
inventory management newb question | Halloween Jack | Vanilla | 16 | October 30, 2007 14:14 |