PlaneShift

Gameplay => Wish list => Topic started by: Madouc on October 04, 2004, 06:35:47 pm

Title: employing people
Post by: Madouc on October 04, 2004, 06:35:47 pm
it would be great if we could employ people (or better still, NPC\'s)

say if i would like to open a shop in the town center, i would need to be online for like all the time so that people would be able to buy stuff from me.
if i could employ a NPC (and would be able to teach him/her to a certain level) i could ceep my shop open during my own offline time.

i (as shopkeeper) would have to pay that NPC a normal wager ofcource and i would need to do the balancing and bringing money to the bank etc.
Title:
Post by: PlaneWalker on October 05, 2004, 06:55:07 am
Hm... I assume, of course, the player has to stock the store themselves.
Title:
Post by: Madouc on October 05, 2004, 08:46:27 am
Yes, All the decision making would be done by the shopkeeper.

He should also be able to make trade deals, with a travelling merchant for example, to buy goods from him from another town.
Or making a deal with a local blacksmith to sell his goods and have the blacksmith deliver them to the shop.

Or this could be a nice oppertunity for someone to start a delivery company.

By the way, is there going to be a postal service in PS?
Title:
Post by: Caed on October 05, 2004, 05:52:48 pm
This sounds good, it would mean the player would be able to set up a network of stores all over the place all run by npcs except for the tasks that you do yourself...

Entrepeneurs ready yourselves!
Title:
Post by: PlaneWalker on October 06, 2004, 05:22:24 pm
Too much chance for this to devolve to monopoly stores.
Title:
Post by: Lonesamurai on October 06, 2004, 06:23:44 pm
Quote
Originally posted by PlaneWalker
Too much chance for this to devolve to monopoly stores.


Just like real life then?
Not mentioning any names...

M






I




C




R




O




S



O



F




T
Title:
Post by: josephoenix on October 06, 2004, 09:13:23 pm
I think that the GMs would probably keep a hand in such dealings to a certain extent... If you handle it correctly there isn\'t too much chance of that happening. Of course, that adds depth to the economy too. Having a strategically placed guild hall can enable a guild to control a particular mine, and if there is something particularly rare in said mine they would have the monopoly on it. Then you could have a revolt where their mighty regime is overthrown and there is free ore for all! Or not, and the guild progressively becomes stronger... and eventually... starts marketing it\'s own operating system! :P

josePhoenix
Title:
Post by: Enter_the_Xero on October 06, 2004, 11:25:53 pm
Hmmmm....

Sound like a good idea so,

1) Get a buch of money
2) Buy a place
3) Buy all of em supplies
4) Set everything up
5) Welcome you first customer
6) Get a lot of money of custumers
7) Buy more places and hire workers
8) Become filthy rich

That is gonna be so hard to putt into the game tho...

1) You need a system for bying houses and items and furniture and stuff... (An in game system would be nice)

2) Ability to put stuff where it is supposed to go. (in the shop) That means food / furniture / weapons / armor / whatev...

3) Ability to easyly take the custumers money and give em the items...

4) Cuztomize you\'r place\'s name....

That is like a lot of proggraming! Yet, this would be wery nice!!
Title:
Post by: ArcaneFalcon on October 06, 2004, 11:42:12 pm
This is done to an extent in EverQuest and it works just fine.  What most people end up doing is getting a second character going, and set them up in the \"bazaar\" (is what EQ calls it) and they set up the bazaar mule (second character) with all the gear at the prices they want to sell.  Then they just go on their way, playing on their main character, or doing rl stuff.  It has become such a success, in fact, that each EQ server has a very different economy (what is 1k on this server, is 2.5k minimum on another).  

So long as there is a feature in PS where PC\'s can set up and sell to other PC\'s, there won\'t be a need for hiring NPC\'s.  You can just make a bazaar mule of sorts, set them up, and leave \'em (only implications being you need another computer or another instance of PS).  Though, it would be fun to hire your own workers 8)
Title:
Post by: Madouc on October 07, 2004, 10:43:42 am
Quote
Originally posted by PlaneWalker
Too much chance for this to devolve to monopoly stores.
funny (or not) to see that everyone is emediately thinking about monopolys.

city council would we there to prohibit sutch a thing from happening.
one could aquire a shopkeeping licence for example. and if you don\'t follow the rules you\'d be kicked out of your store bij the council.

i for example would like to open a tade store. passing travellers would we able to sell me stuf, wich i could sell to the local population (other travellers). starters would be able to buy some besic stuff from my store simple daggers, clothing etc.
prices would be based on stock and demand (and buying price to a certain extent).

if i\'d be able to make deals with guilds so the\'d deliver clothes to me i would give them discounts on daggers or other equipment.

Quote
Originally posted by ArcaneFalcon
So long as there is a feature in PS where PC\'s can set up and sell to other PC\'s, there won\'t be a need for hiring NPC\'s. You can just make a bazaar mule of sorts, set them up, and leave \'em (only implications being you need another computer or another instance of PS). Though, it would be fun to hire your own workers 8)
that just wouldn\'t work for me, i would like a steady shop, with regular opening hours. and i can\'t keep my pc running all the time.
Title:
Post by: Entamis on October 07, 2004, 11:57:25 am
Quote
Originally posted by ArcaneFalcon
So long as there is a feature in PS where PC\'s can set up and sell to other PC\'s, there won\'t be a need for hiring NPC\'s.  You can just make a bazaar mule of sorts, set them up, and leave \'em (only implications being you need another computer or another instance of PS).  Though, it would be fun to hire your own workers 8)

Why to do it this way when NPC\'s are a much better solution? We don\'t want to have any \'mule\' characters.
Title:
Post by: ArcaneFalcon on October 07, 2004, 01:46:44 pm
But if there can be, there will be.  I promise you.  Who will pay an NPC, when they can simply set up a PC to do the same job for free?
Title:
Post by: Madouc on October 07, 2004, 09:56:20 pm
Quote
Originally posted by ArcaneFalcon
But if there can be, there will be.  I promise you.  Who will pay an NPC, when they can simply set up a PC to do the same job for free?
But you would still have to be behind that pc to be able to sell and buy things. Or are you proposing to write your own bot?
Title:
Post by: ArcaneFalcon on October 07, 2004, 10:25:23 pm
Yeah, I forgot that part.  Let me go into a bit more detail on where all my thoughts and opinions concerning this are coming from.  

I played EQ (EverQuest, AKA EverCrack) for several years, and in the...3rd expansion (they\'ve had, like, 8 now :P), The Shadows of Luclin, they added a zone called the bazaar.  Here people would buy special bags (trader satchels) which weighed too much to be useful in adventuring, yet carried a lot (10 slots, as big as they got).  You would put what you wanted to sell in these bags, and go stand on a trader platform.  These were just flagged areas of the zone  that you could stand to sell things(like grocery store isles, and you stood where the shelves would be).  You would then activate \"trader mode\" and set your prices.  Then, people could simply walk up to you, look through your items, and buy what they wanted, as if you were an NPC.  Once you were set up with your prices, you didn\'t need to be there (in rl).  If a sort of a merchant system is implemented into PS, it couldn\'t be too much different than this.  Yes, you can also use a standard trading system to sell things (and I\'m sure PS will be that way for a while), but when (if?) a merchant system is implemented, I promise you people will make mule characters simply to sell things, and NPC\'s will be unneeded.  There are some things the devs could do to change this, but in all honesty, I would bet money it will end up looking something like this.  Then again, the devs never cease to amaze me 8)  I know this is not EQ, but it isn\'t all that much different.
Title:
Post by: Madouc on October 07, 2004, 10:37:44 pm
Ok, I see what you mean.

But how would your first character profit from the trade renerated from the mule character?
Becouse in-game they would be two different persons.
Or they would have a master/slave or employer/employee relation. In the last case you would have to pay him/her a wager I suppose.
Title:
Post by: ArcaneFalcon on October 07, 2004, 10:51:10 pm
Simple, you can trade all the things you want to sell from you main to your mule character, the mule character sells them, and trades the money back to your main.  I have even seen it done where the mule character takes care of all the money, buying, and selling, and the main simply trades the things he wants to sell, and the things the mule has bought for him.  Either way, you are controlling both characters, so there is no need to pay wages, etc, to your own character.  

Back in the day before EQ became \"uberized,\" as I call it, you could do a /who in the bazaar, and 50-75% of all the names would be level 1 because they were mules and had no need for leveling.  Now, though, the average level player in the game is, like 55+ (out of 70) People will take their trader mules, power level them to 70, and get them their epic weapons (supposed to be a loong quest), simply because they are so incredibly uber, that they can.  So uber, in fact, there is no reason to play anymore, which is why I don\'t.  Any new game content is usually beaten with in a couple weeks (with a few exceptions, the sleeper, the umbrella planes - Plane of Time).  Not to mention, I hated the combat.  I really hope PS has better combat (I feel it will make or break the game).

 :emerald:
Title:
Post by: Waylander on October 08, 2004, 10:43:44 pm
Can\'t do that in planeshift, every character must be roleplayed differently.
Title:
Post by: zinder on October 09, 2004, 02:57:32 am
I dont think there will something like that trade bag from EQ. PS places emphasis on the roleplaying aspects. And supporting the use of mules is contradicting to that. IMHO you need at least semi-real economics for that for an interessing environment, too.
Also i hate it when i come to a bazaar and there are 50 or more unknown sellers. I have to check everyone to see if and for what price they have what i want.

What id like to see in PS is a system where you can set up a NPC with a shop, but its expensive. Expensive enough, that you need either a existing customer base or a high income from another source. The result would be a limited number reliable merchants. For the average adventurer there should be an auction house for things he dont want to sell to the merchants(PC or NPC).
Title:
Post by: ArcaneFalcon on October 09, 2004, 05:34:53 am
Quote
IMHO you need at least semi-real economics for that for an interessing environment, too.

As I already stated, EQ has incredible economics.  Every server has a different economy, and if you know the economy well you can become rich off of just a little money.  
Quote
Also i hate it when i come to a bazaar and there are 50 or more unknown sellers. I have to check everyone to see if and for what price they have what i want.

Not if there\'s a search database.
Quote
Can\'t do that in planeshift, every character must be roleplayed differently.

It sounds nice in concept, but is it realistic?  If PS becomes even semi-popular I would kiss this goodbye.  Companies with paid GM\'s can\'t even stop it, I would seriously doubt PS can stop it.  Sorry, just being realistic.
Title:
Post by: Zeraph on October 09, 2004, 06:46:50 am
Quote
Originally posted by Waylander
Can\'t do that in PlaneShift, every character must be roleplayed differently.


I tend to agree with Falcon, unless you want to make the game without combat, you would need @ least +200 Gm\'s on @ one time for the +2000 people going to be on PS @ the same time @ least 1 in every group of 10 ppl to effectively control the populous...

The only thing that could probably do it is ether make the game a big chat room (which is what it is now with mb) or screen each of the people coming into the game which would make new people frustrated, \"you have to wait until you are approved\" but enough about the future of PS...


You should be able to have stores & higher NPC\'s for shop keepers because not everyone has 2 computers or can keep there\'s on 24/7...

I think there is going to be control about instances so you can\'t run 2 client programs on the same computer but that is in the future...
Title: limits
Post by: Death-Stryder on October 09, 2004, 12:09:52 pm
have limits.

one shop per person
maximum 3 upgrade (bigger house or store)
3 employees per upgrade
cannot sell certain items
items that will be stocked must cost cheaper than wat it will be sold for to make money of course! but those cheap bought items are put into shop automatically and not allowed to be used/bought by shop owner, shop owner makes price and sells it.

NPC just stand there, one person at one npc at one time, so having multiple NPC is important, when clickin on NPC a inventory like table pops up and shows wat items r 4 sale, when ppl buy gold is added to the cashier or watever thingy they keep it in and will have a maximum number of gold allowed, once shop owner reaches limit, all other items sold will not make any money, so shop owner must be somewhat active.

hmmm, cant think of anything else to balance, but i will eventually...

I WANT planeshift to become a successful game and so i will post alot of ideas, though im 13 dont underestimate me!
Title:
Post by: Entamis on October 09, 2004, 02:51:50 pm
Quote
Originally posted by ArcaneFalcon
Quote
Can\'t do that in planeshift, every character must be roleplayed differently.

It sounds nice in concept, but is it realistic?  If PS becomes even semi-popular I would kiss this goodbye.  Companies with paid GM\'s can\'t even stop it, I would seriously doubt PS can stop it.  Sorry, just being realistic.

Maybe we won\'t be able to prevent it completely, but we can\'t just accept it and pretend it\'s normal. It\'s the community who really enforces the rules in a MMORPG, I believe if we have a strong community then it can be done.
Title:
Post by: Madouc on October 10, 2004, 03:38:30 pm
i\'ve also seen some games who solved this issue by forbidding multiple charaters per player.
it\'s easy enough to check.
and not alowing multiple instances of planeshift to run at the same time also would help to keep that in check.

and Death-Stryder,
i defenately want to keep things real, but there is something to say for multiple specialty shops per person.

for every shop you would have to ask te city council for permission.

and about the amount of cash in the register, your store can be robbed . but you can protect yourself by magic or something like that. so you have to be active or yo? will be a nice target for thieves.