Merchant Memory...?

For general discussion of Project Volucris

Moderators: Joe M., Karl G.

Should Merchants have this type of Memory?

Yes
16
80%
No
4
20%
 
Total votes : 20

Postby Karl G. » Mon May 28, 2007 5:29 am

Yeah, there's no really good way to fix this--but if we could find one, it would make getting money easier for low level folk! They would hunt for gold, buy some meds, sell them at a higher price, and repeat.
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Postby JSunJShineR » Mon May 28, 2007 8:05 am

just make transfers people character's gold inexcessable, so you can only transfer gear. and you should be able to transfer gear through a joint storage between chars.
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Postby Nenitus » Mon May 28, 2007 5:42 pm

or make it so that the certain item is given a max number
so if someone with 400hp buys a med, it will only heal 400hp.
that's probably harder to figure out than to just not do this altogether ;)
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Postby Karl G. » Mon May 28, 2007 7:27 pm

nenitus--that's very clever! I think a tiered system like that might work nicely in the future; it's certainly something to experiment with.
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Postby illfated123 » Mon Jun 25, 2007 3:00 am

figgles wrote:As for the poll: Waste of code, development time, bandwidth, server processing time, and database entries.

How does one really justify the minor benefits? Let's think about the code for a while:

When you trade with NPC, the game must save your character into a list of customers. If you have already purchased, then the server must load this information into RAM, recalculate the prices, and send them to the client. It is more likely that the server would just load all of the entries for all of the NPCs on startup. Whenever you make a purchase, you must then recalculate the prices once more just in case the price drops after the person purchases. This must be done for each player, for each item, for each purchase. Now, when you leave, these values must be saved, first to a database, then to a persistant medium, such as a hard drive. Every time you talk to a different NPC, you use more disk space (and initially RAM). When a character is deleted, all of the entries for that character must be purged, for each NPC that s/he has ever talked to. This means that you either must keep track of every NPC the character has ever talked to, or manually search through every NPC in the world's database to see if the person has ever talked to that NPC (= slow). If you decide to do time-based deletion, i.e. don't talk to the NPC for a few months and the benefit is gone or lesser, then you must record for each player the level of benefit and the last time they talked. At some point in time, the server would have to still purge entries for people who have zero benefit due to time, either because they do not talk to that NPC often enough, or their character has been deleted. Or, you could keep the entries for each NPC, for every player, and waste disk space and RAM, as well as make new searches slower because there is an increasing number of entries.

And why would we do all of this? So a player can save a few virtual coins.

Yeah, right.


As for the armies: Whoever suggests training NPCs for an army has obviously never programmed. Especially in an MMORPG. I'm not even going to begin to describe how to do such a feat. That idea is enough programming for an entire game in itself, much less a small facet of a game.

--
The development team will suffer from extreme feature creep if they take every person's "Wouldn't it be cool if...!" idea. Stick to needs to be done: cloning Xenimus, not creating another lame player-versus-player focus online game.

Admins: Perhaps you should incorporate a real RFE (request for enhancement) with rigorous questions to examine any proposal. It would probably filter out some of the riff-raff that gets posted.

Patrick


first of all, you might be able to implement the merchant idea by treating the merchant as a bank from which you cannot withdraw. i think its a pretty good idea. programming is easy but good programming is clever...
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