Author Topic: The Players Run the Game  (Read 1464 times)

Kiva

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The Players Run the Game
« on: April 12, 2004, 09:40:20 pm »
I got this idea while reading the \"Commercial items in game\" thread (a good read which might inspire others to get ideas - Here)

In our world, how does things work? Well, someone starts a company of some kind, makes a product, a shop and then sell their product. I was thinking, why not import this feature into PS? That would bring the world back to the days where the trade guilds could run entire cities and gain lots of money that way. Now, let me explain.

First off, imagine there are no shop NPCs in the game. Nothing at all. So, some armorers and weaponsmithers go together and start producing items and sell them, and eventually they form a guild called \"BS Guild\". This guild is then awarded X shop NPCs as they\'re new and unknown, but as their influence grows and people buy their stuff, eventually they\'re awarded more NPCs they can place them throughout the city or other cities as they expand.

The guild\'s treasury would then mark the limit of how much you can sell to the NPCs - which is fully configurable. Like, if they get flooded with some useless junk noone buys again, this particular item could be disabled, and not be bought by the NPCs. Buying and selling prices fully configurable as well. All this means that there wont be any unneeded NPCs as they all can be relocated to a diffrent area if they\'re not needed.

It wouldn\'t take long for cities to be taken over by trade guilds. All this would increase the gameplay, as if some major guild suddenly breaks down, who will supply a town with armors or something else? This could mean economical breakdowns and several smaller guilds slowly rise, trying to take over the city resulting in price wars and big guild wars as trade guilds can\'t agree at all.

Many things could happen with this feature. Just imagine... :)


If you feel like adding something, or comment what I\'ve said, feel free to do so. But that wont make me like this idea any less. :)
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Altharion

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« Reply #1 on: April 13, 2004, 12:40:21 am »
i got an scenario.

there is an \"evil\" guild that takes the shops from the trading guilds by force. giving even more power to that \"evil\" guild.

i really like your idea it would give much more freedom to PS for any side. though i think that they should start with a npc shop and then later guilds can buy them, aid them or take it by force etc.

DepthBlade

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« Reply #2 on: April 13, 2004, 12:55:10 am »
That reminds me of the game Suikodin 3, bah whats that nation called!! Anyways the one nation that is sometimes called iron heads is run by a council of merchants!

ShadowFish

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« Reply #3 on: April 13, 2004, 01:36:58 am »
i think they wanted the shops to be run by players anyway...then you hire other people...but npcs would be much better workers....they will work forever and they cant complain because they have no feeling...but will shops be able to be taken by force?

Altharion

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« Reply #4 on: April 13, 2004, 01:57:09 am »
Quote
Originally posted by ShadowFish
i think they wanted the shops to be run by players anyway...then you hire other people...but npcs would be much better workers....they will work forever and they cant complain because they have no feeling...but will shops be able to be taken by force?


yes shops should be taken by force.

but of course the owner migth hire someone from the mercenery guild to protect the shop.

i think if npc can be workers then they should be able to have some flaws.

ShadowFish

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« Reply #5 on: April 13, 2004, 02:01:49 am »
npcs have no feelings...plus what if there are duplication spells or summon spells could technically be used as employees.....

and yah but then every time people try to make shops they would have to be a high enough level or the guild will have to protect  the shop then other guilds will come to tear it down....

Wormtail_

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« Reply #6 on: April 13, 2004, 02:12:41 am »
NPCs might have a set AI, which might cause them to have feelings. And summoned creatures might not be able to communicate, depending on what kinds of summon-able creatures are available. Captured creatures , on the other hand...

As for taking shops by force, shouldn\'t there be a police force ingame? And the BISM Guardians/Mercenaries work just as well for protection.

Adding to the main idea, I would like to type about raw materials. Trade guild alliances could be formed, where one guild supplies another guild with, say, wood, while the other pays the former. Then the latter produces wonderful wooden furniture and sells them for higher prices. And of course, RL has global economics, though I can\'t think of how it can help.
« Last Edit: April 13, 2004, 02:13:00 am by Wormtail_ »
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Xanaroth

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« Reply #7 on: April 13, 2004, 04:42:59 pm »
the largest problem with player-merchant is this:

whom will be ready to make a account, and then spend all his online time in the same city, on the same place, selling/buying the same items to people for the same price everyday 24/7 as long as the game lasts??  an npc will do this without argue or questioning, but a player?? maybe if he is able to run PS twice at the same time so he can play 2 characters, else they wont. and then still: who can be online 24/7??

Wormtail_

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« Reply #8 on: April 13, 2004, 04:54:12 pm »
The main post in the beginning, I believe, states that there are no shopkeeping NPCs individual of guilds. When a trade guild is formed, then some NPCs are created or hired and can sell the items in the shop. As the guild expands, more NPCs are awarded to the trading guild.
You pay the same price for doing something halfway as for doing it completely. So you might as well do it completely.
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Despise the enemy and you will lose.
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DepthBlade

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« Reply #9 on: April 13, 2004, 06:40:37 pm »
Quote
Originally posted by Xanaroth
the largest problem with player-merchant is this:

whom will be ready to make a account, and then spend all his online time in the same city, on the same place, selling/buying the same items to people for the same price everyday 24/7 as long as the game lasts??  an npc will do this without argue or questioning, but a player?? maybe if he is able to run PS twice at the same time so he can play 2 characters, else they wont. and then still: who can be online 24/7??


Guess we will just have to wait and see what happens, I\'ve played alot of games and the economy in most is pretty much put together by the players but not on purpose it just is created through time :)

Altharion

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« Reply #10 on: April 13, 2004, 09:53:00 pm »
maybe the shopkeeper is a player and the shopassistant is an npc. so when the shopkeeper retire the npc will take his job though the shopkeeper will loose money from the npc fpr more hours he is away.

Xanaroth

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« Reply #11 on: April 14, 2004, 10:50:37 am »
hmm... maby that is a better idea yeah... good thinking:d

Midnight Falcon

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« Reply #12 on: June 09, 2004, 05:16:20 am »
I think having trade guilds is a good idea and having NPCs run the shop while players are away is really cool, but i really like the idea of having diff trades and such, like armourers and  musicians and restaurant owners and hotel owners and all the trades, blacksmith and such.... iand to solve the problem of players not wanting to be doing the same job all the time,maybe certain guilds would require that u need a few diff types of trades experience, like to be in an ore mining guild u would need blacksmith, some sort of selling/trading business and sumthign else that uve spent some time on and then u sold.....

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