Price differentiation for Book II
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- Officer [Gold Rank]
- Posts: 429
- Joined: November 21st, 2007, 7:32 pm
- Location: Chicago
Price differentiation for Book II
Prices should differ from region to region. Prices could also differ from store to store. There should be some competition in a city. If you go to Blackwater in Book I, all the shops charge the same price, for the same item what happened to competition or are they all in cahoots (price fixing anyone). If you are in desert, water and food should command a premium price. If everyone in a region grows apples, apples should be cheap. Some variation in pricing. Or if you are a frequent customer at a shop you get a discount. I know having the same price for an item probably makes for easier coding. This is just a suggestion.
History is written by the winners!
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- Captain Magnate
- Posts: 1469
- Joined: December 11th, 2007, 6:51 am
- Location: Wandering the Rift
Spiderweb games used to do that with prices shifted from extremely cheap to utterly outrageous. This worked for buy and selling, so you had to keep track of the best places to sell valuable items.
It gets to be a pain since if you are running near capacity with inventory, you just want to sell to reduce weight and free up slots for more items. Trust me it's not that great.
It gets to be a pain since if you are running near capacity with inventory, you just want to sell to reduce weight and free up slots for more items. Trust me it's not that great.
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- Officer [Gold Rank]
- Posts: 429
- Joined: November 21st, 2007, 7:32 pm
- Location: Chicago
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- Officer [Silver Rank]
- Posts: 350
- Joined: December 14th, 2007, 3:42 pm
Price differentiation for Book II
You should be carefully when adding different prices in EB2. I currently like in EB1 that I don't have to care about prices. I simply sell in the first store I drop in. I don't like to manage price lists in my back head.
Different prices should have a reason and easy to remember. Example: the blacksmith with the axt skill training sells better axes for less and pays more for them. Another option would be very specialized traders like a arrow maker that sells arrows for less than the others, but he is situated not just 10 steps from the next teleportation point.
Another thing is that one store should not sell stuff for less than another store is paying for. This would add this trading facette to the game and finally it may turn out like another version of Elite (http://en.wikipedia.org/wiki/Elite_(computer_game)) and effect game balance significantly.
Different prices should have a reason and easy to remember. Example: the blacksmith with the axt skill training sells better axes for less and pays more for them. Another option would be very specialized traders like a arrow maker that sells arrows for less than the others, but he is situated not just 10 steps from the next teleportation point.
Another thing is that one store should not sell stuff for less than another store is paying for. This would add this trading facette to the game and finally it may turn out like another version of Elite (http://en.wikipedia.org/wiki/Elite_(computer_game)) and effect game balance significantly.