PlaneShift
Gameplay => Wish list => Topic started by: nattuo on November 27, 2005, 11:23:44 pm
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how about a spell that allows you to convert an object into gold(or money) to increase its value(or just free up inventory space) I\'m not sure what you will all think but please no flames it was just a thought
(brackets is for items into trias not gold) support either brackets or non-brackets section please.
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Okay, I\'ll do it...
Why?
Yes, I know that it seems obvious, it reminds me a bit of the \"alchemy\" spells on runescape. I guess I\'m interested to know why you feel it would be neccessary/helpful for this feature (not as a challenge, just want to hear your thoughts on it).
I don\'t know enough about the PS economy (current or future) to discuss whether a \"convert to cash quick\" option is useful/needed in the game. I think the idea of transmuting an item to increase its value is a bit different, and interesting, so I\'d be interested to hear a bit more on the whys and wherefores of it.
I guess I\'m asking because on runescape, I used to use the alchemy spells as a way of avoiding having to interact with others. If I could produce large quantities of something, then magically transform them all into cash, it was much easier and faster than trying to track down individual buyers, haggling over prices, etc. So wondering if something like that might be counter-productive in a setting that emphasises character interactions.
If you have good reasons, great, I\'ll be glad to read them :)
penny, penny (my two cents)
Night
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that slow slithering sound you hear is hyper-inflation. it is attracted to ideas like that.
run! run in fear! it will swallows us whole!!
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no steuben that slow slithering sound you hear is your arse dragging on the floor while you run.
anyway back to the topic at hand, I thought this would be interesting because(yes I have played runescape and i could use alchemy) as you said haggling is difficult, but if you want to practise magic and earn money wht better way obviously they would turn to less trias than they would in a shop(the transmute idea was to add some flavour maybe it could be a more advanced version of this spell involving loadsa mana) it would not be effectable by mana input(as otherwise players could put 100% mana into rat hide to make 1000 trias but I thought it would be a good method of freeing up inv space (yes it helps powerleveling but there aren\'t enough players of this game for that to be an issue yet) it should consume quite a lot of mana (dunno how much) I just thought it would add practicality to magic, as i have yet to see a game with practical uses for magic(like.... moving heavy objects with telekinesis for work as this is a rpg it should have rp magic[like \"honey i learnt this spell just for you\"*big shiny heart flashes up above his head and explodes into hundreds of fireworks* and the wife responds \"oh wow it\'s... beuatiful\"]etc ) as have you ever seen a game with practical uses for magic?
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I\'d be ok with this spell ONLY if the amount of trias you get is about equivalent to the sell-to-harniquist price of the object.
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I used to use the alchemy spells as a way of avoiding having to interact with others. If I could produce large quantities of something, then magically transform them all into cash, it was much easier and faster than trying to track down individual buyers, haggling over prices, etc.
Runescape wasn\'t all about RP like PS is. Runescape is full of people who want to be the best, not live their life. Having such a spell would certainly kill the RP between a merchant and his/her customer.. Trading is a massive part of RPing... It\'s a good idea.. I just don\'t think it would fit into PS all that well.
I\'d be ok with this spell ONLY if the amount of trias you get is about equivalent to the sell-to-harniquist price of the object.
If this was put into the game, setting it to the same as Harn\'s prices or higher would kill the need to RP with people looking for items. This again supports my theory of RP killing. If PS wasn\'t about RP, then this spell would be great.
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Originally posted by Archon
I\'d be ok with this spell ONLY if the amount of trias you get is about equivalent to the sell-to-harniquist price of the object.
If this was put into the game, setting it to the same as Harn\'s prices or higher would kill the need to RP with people looking for items. This again supports my theory of RP killing. If PS wasn\'t about RP, then this spell would be great.
You misread. I said equivalent to the sell-to-harniquist price. I did not say higher. Personally, I think that the sell-to-harniquist price should be reduced from 80% of the \"new\" price down to about 15% to 30% of the \"new\" price.
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Personally, I think that the sell-to-harniquist price should be reduced from 80% of the \"new\" price down to about 15% to 30% of the \"new\" price.
I think this would be a very good Idea and would expand on RP and create a thriving economy with players opining up shops...
That brings me to another point I have been thinking on, if I want to open a shop and buy/sell I would need much more inventory space, and the ability to hold many times my carry weight.
To run a shop we would need an extention to the database of some sort. I don\'t like this part of the idea on a char level but would rather see it associated to the shop, then we could have \'shift workers\' man the shop.
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So, this thread is about turning random things into gold?
Someone casts extremaly simple spell or simply put the item into pot and in 5 seconds we have gold?
Why not have spells which will make the bricks to build house by themselves? It can\'t be hard, one spell will do the work. ^^
Two points:
1. Gold is expensive because it isn\'t as common as sand.
2. It isn\'t common because in normal world you don\'t make gold from sand/carbon/wood/put-a-random-thing-here.
PS and this has noting to do with RP, unless you are thinking about roleplaying in a world of nonsenses where nothing is consequence of somethink else.
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You misread. I said equivalent to the sell-to-harniquist price. I did not say higher. Personally, I think that the sell-to-harniquist price should be reduced from 80% of the \"new\" price down to about 15% to 30% of the \"new\" price.
I said...
...\"setting it to the same as Harn\'s prices or higher\"...
I agree with reducing the selling price. This would, like Apis said, create more of a demand for shops and create a better economy.
Why not have spells which will make the bricks to build house by themselves? It can\'t be hard, one spell will do the work. ^^
Are you familiar with creating games? Now, it may be one simple spell when it\'s created, but the actual process for creating the spell itself would be crazy.
1. The spell
-casting
-training
2. The outcome
-animation of the building house
-graphics
-(depending on if variation is put into the equation it could take a VERY long time to piece together all the different variations).
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Archon, I think you need to learn what is sarcasm and rhetorical question.
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Originally posted by apis
Personally, I think that the sell-to-harniquist price should be reduced from 80% of the \"new\" price down to about 15% to 30% of the \"new\" price.
I think this would be a very good Idea and would expand on RP and create a thriving economy with players opining up shops...
That brings me to another point I have been thinking on, if I want to open a shop and buy/sell I would need much more inventory space, and the ability to hold many times my carry weight.
To run a shop we would need an extention to the database of some sort. I don\'t like this part of the idea on a char level but would rather see it associated to the shop, then we could have \'shift workers\' man the shop.
I can carry several dozen swords ~easily~. The problem is, I also have my stats maxed out. A merchant shouldn\'t have to max out strength for his job. So yes, some sort of cart system or storage system would help out. Maybe merchants would have to rent or buy stands around the plaza. That way you\'d have players with a lot of money and items manning stands, while other smaller merchants or ones that travel light like herbalists and potion makers might just be walking around or standing.
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Originally posted by Nikodemus
So, this thread is about turning random things into gold?
Someone casts extremaly simple spell or simply put the item into pot and in 5 seconds we have gold?
Why not have spells which will make the bricks to build house by themselves? It can\'t be hard, one spell will do the work. ^^
Two points:
1. Gold is expensive because it isn\'t as common as sand.
2. It isn\'t common because in normal world you don\'t make gold from sand/carbon/wood/put-a-random-thing-here.
PS and this has noting to do with RP, unless you are thinking about roleplaying in a world of nonsenses where nothing is consequence of somethink else.
This has nothing to do with role-playing? Naw.:) It\'s how you use it that counts.
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Originally posted by zanzibar
This has nothing to do with role-playing? Naw.:) It\'s how you use it that counts.
Originally posted by Nikodemus
... unless you are thinking about roleplaying in a world of nonsenses where nothing is consequence of somethink else.
;)
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Originally posted by Nikodemus
Originally posted by zanzibar
This has nothing to do with role-playing? Naw.:) It\'s how you use it that counts.
Originally posted by Nikodemus
... unless you are thinking about roleplaying in a world of nonsenses where nothing is consequence of somethink else.
;)
It\'s a fantasy game with magic and monsters and far away places. A spell that turns items into currency is possible. Further, the whole \"where nothing is of consequence to something else\" simply does not apply here.
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Sure we can say it is fantasy game with magic and start adding random things. There are countless things which may be added. It is common thing for just first better game. Building world is a bit different, although it will be always game world, we can try to make it as similiar to world as possible. We should not give up when it comes about logic and deep realism.
What happen if we give up?
We will have nothing near world, but a game where some players, with their characters can roleplay 99% of the time and others 1%. Analizing current players desires: First 99% group will be hunters who take things as they are, use given to them tools and don\'t look any deeper beyond this. Second 1% group would be true scentists who solve problems by a deep undersanding of given to them challange.
Last group has no room in such game, because the deeper background makes no sense at all. Numerous things are artificially put near each other but first is against sense of another.
By avarage such game would be 50% roleplaying, but looking at current MMOpseudoRPG it is maybe like 10%.
It is the bigger version of my first post on this thread and if till now somebody can\'t get what i\'m talking about, he/she won\'t at this time.
Most likely i won\'t take the efford to explain this anymore in this thread because of above reason.