There is a developer interested +OH YES!+
Vengeance -
If you could delete the spam out of this thread I would appreciate it. We seriously need to keep this a working thread (be cruel pleas)
I don?t know how we can award EXP from one player character to another effectively. One player would have to lose it the other one gain it. Just making EXP for a quest completion seems problematic, subject to abuse. Even transferring it seems like a mechanism for power leveling a low level. This may be best an NPC option only.
It would seem this idea would work well for all player to player transactions. Since most of the sub modules will be essentially the same making it one package may be the easiest to code. Since each transaction has a different trigger mechanism the computer can automatically select which menu is correct. I?ll mention the ideas here but they need their own thread .
Available for player transactions.
Trade, a standard player to player trade window for money and goods.
Sales, turns a player character into a vendor. It allows a person to set up their character and walk away.
Auction, timed bidding in an auction room. It?s set up correctly this could be a fun system.
Quest, sets up player character quests.
If anybody has other ideas for transactions don?t hesitate to post it.
Trade transactions.
Sets up a trade with targeted player. If targeted player is busy for instance in battle, already trading, doing a different transaction, away from keyboard, or some other status that does not allow trading this operation fails. To alleviate players from annoying player character?s they also can run a (no trade status) or if the player is on your ignore list the trade will fail.
Sales transactions.
Since any decent RPG has encumbrance it is important to be able to sell from a cart or stand. When you?re character goes into sales mode it shouldn?t be able to move except to pivot. In order to sell items you pull the items from your cart or person onto the menu then type in the cost. When you go into trade mode the items are for sale and you can?t move. The reason for this is you have gone into sales mode and cannot move far away from your cart or place of business. If you move to far away from your cart or place of business and there were items for sale on that cart going into sales mode will fail. In the future you might be able to hire an NPC to sell for you, however my guess is you better be doing a pretty good business to afford that.
If you have formed a group and are selling items group members should be able to set more items for sale. One group member is the point of sales other group members are either producing items for sale or faring products around. If you have a group that has hired an NPC to sell then nobody will be left standing waiting for people to buy from you. This might also work well for Guild stores.
Auction transactions.
Auctions are performed in an auction room (just like in reality). You place an item on the auction table and the NPC auctioneer auctions off the items in order. In order to bid on an item you simply increment up your bid in the auction transaction section and if you have the highest bid the item is yours. This system would give the computer control of the important parts of an auction. For instance if you don?t have enough money you can?t bid any higher. Since the computer is auctioning the item the auction is guaranteed to be fair. The money received goes straight into the bank. In each transaction 5% goes to the auction system just like in real life.
Anyways the above transactions are not a part of this thread. If you like one of them copy it over to another thread and start it. They were just random ideas I had about transactions.