I have decided to go with a slightly different approach to merchants than what I originally anticipated. Although I would like to introduce the bazaar system at some point in the future, for now I thought something a bit different would work even better. My fundamental gripe with NPC merchants is that they introduce a limitless supply of items or gold into the world. Of course, this can be limited--but how do you specify the limit? How can you predict how much to sell a "sword" for, for example? I have no idea how relatively useful these items will be to players, so I don't want to impose some kind of artificial fixed value.
The solution? Free market economics! Let the players be merchants. In the next update, you will be able to make your character become a merchant. By bringing up the appropriate dialog, you can assign prices to anything in your inventory and list them as being "for sale". Players that are selling items as merchants will be easily identified as such (help me out--how should this look?) and those wishing to purchase items would only have to go up to them and look through the items they have for sale.
I am thinking about making players in merchant mode stay in the world when you leave the game--thoughts?
The currency for Evidyon will be introduced this update. I'm thinking of just using the standard "gold". Monsters will drop gold and quests will pay gold; also, I will be giving everyone in the game gold to jump-start the trading and see what happens. I will try to add more items and vary the monsters this update to make gaming more interesting, but the big change will happen for 1.12 when I wipe the items (I am pushing this decision back because I want the bugs worked out of the geosid/trading system first).
Ideas? Comments? I'd love to hear them
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