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 Trading system 
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Post Trading system
So there should be a skill called trading that would pretty much be a guild that you would join after doing some quests of that guild, then you would be rewarded with a Small Caravan, that is a Npc that follows you and carries stuff for you.

So this caravan could be used to buy for example grain in one city for 10 copper coins each, then sell it for 15 copper coins each on another city.

What do you think?


October 03, 2013, 09:52:19 PM
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Post Re: Trading system
Joining a guild, doing some stuff for them and suddenly you get a caravan? No no, my friend. You got to start small. So first, you, on your own feet, run from one city to another, carrying as much as you can. This way you will start earning a tiny fortune. And after a while you may be able to convince players to do the job for you and give you a provision. And there you go, the guild you proposed was just founded by you ;)

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October 03, 2013, 11:48:41 PM
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Post Re: Trading system
That caravan could be a small creature with only a portion of your carrying capacity


October 04, 2013, 02:27:12 PM
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Post Re: Trading system
I love the idea of having a creature following you, a pack mule, for your loot huntings... But you'd have to take care of it... Put it in a safe place so it wouldn't be killed and stuff like that... You could pay to some NPC to hold it for you...

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October 04, 2013, 04:59:20 PM
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Post Re: Trading system
Maybe you could hire some guard Npcs to help you protect it, woudnt that be any good?


October 04, 2013, 05:09:47 PM
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Post Re: Trading system
Autran wrote:
I love the idea of having a creature following you, a pack mule, for your loot huntings... But you'd have to take care of it... Put it in a safe place so it wouldn't be killed and stuff like that... You could pay to some NPC to hold it for you...

Then a PK finds it, kills it, steals the loot = profit??

Please.. anything but that, if you want to give me an immortal NPC to hold my things that'd be great though. :oops:

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October 04, 2013, 08:42:18 PM
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Post Re: Trading system
Mephisto wrote:
Autran wrote:
I love the idea of having a creature following you, a pack mule, for your loot huntings... But you'd have to take care of it... Put it in a safe place so it wouldn't be killed and stuff like that... You could pay to some NPC to hold it for you...

Then a PK finds it, kills it, steals the loot = profit??

Please.. anything but that, if you want to give me an immortal NPC to hold my things that'd be great though. :oops:


Inmortal npc yes, like a pet that gains exp and u can add points to increase the holding cap.


October 04, 2013, 09:02:29 PM
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Post Re: Trading system
Mahedros wrote:
Mephisto wrote:
Autran wrote:
I love the idea of having a creature following you, a pack mule, for your loot huntings... But you'd have to take care of it... Put it in a safe place so it wouldn't be killed and stuff like that... You could pay to some NPC to hold it for you...

Then a PK finds it, kills it, steals the loot = profit??

Please.. anything but that, if you want to give me an immortal NPC to hold my things that'd be great though. :oops:


Inmortal npc yes, like a pet that gains exp and u can add points to increase the holding cap.


No not immortal, because you can buy guards, but this npcs can only walk on the trading roads, you should be able to buy more and bigger caravans and stronger and better guards as your trading business expands, but this business has risks, bandit npcs and players can attack your caravan and if its not protected properly they can kill your carriers and steal their goods.

Exp system:
as you trade goods beetween cities your caravan npcs gain exp, the bigger the profit the bigger the exp gain, then they level up, increasing carrying capacity and health, the guards however gain exp by walking and fighting, and when they level up they get health and attack damage, or armor depending on the type of guard


October 04, 2013, 11:50:06 PM
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Post Re: Trading system
knight legend wrote:
Mahedros wrote:
Mephisto wrote:
Then a PK finds it, kills it, steals the loot = profit??

Please.. anything but that, if you want to give me an immortal NPC to hold my things that'd be great though. :oops:


Inmortal npc yes, like a pet that gains exp and u can add points to increase the holding cap.


No not immortal, because you can buy guards, but this npcs can only walk on the trading roads, you should be able to buy more and bigger caravans and stronger and better guards as your trading business expands, but this business has risks, bandit npcs and players can attack your caravan and if its not protected properly they can kill your carriers and steal their goods.
Yes, just like that! If a PK find you he may be able to kill your pack mule... Nothing out of normal don't you think?

Of course the creature wouldn't be so easy killed... Maybe it gets a fixed damage from everyone... In that way you could keep vigilante and reach anyone who's trying to kill your creature, in that way people would be more careful when attacking random mules... There could also be some stables at specific points where a NPC could guard your creature in a Protection Zone for some price...

The only unsafe part is when traveling, just like knight legend said...

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October 07, 2013, 07:02:45 PM
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Post Re: Trading system
Merchant´s Guild System

1- Mule´s Targeting System

Option 1: Mules cannot be targeted if the owner of one of his guards are alive and within 5 quares

Option 2: Mules can be killed but not looted before the owner and all his guards and dead or more than 5 squares from the dead mule

Option 3: Mules have a lot fo health and take time to be killed giving the defenders time to defend and heal the mule, the mule can be looted as soon as it is dead

Mules can only walk on trading roads and they can walk by themselves and guards will follow in formation around it, you can order it to stop go back or keep walking or even haste(makes the mule and all its guards to haste for 30 seconds, 5 minutes cooldown)

2- Guards

You can buy guards to help you defend your mule, you start with one slot and you can work your way up to 5, they cost a upkeep, fixed or a percentage of your profit

Guard Stances

You can order the protecting Npcs "Guards" to protect the mule on several stances:

-Attack and keep Course(Attack while going from point A to B, melee guards will only attack on melee range)
-Run if Attacked
-Chase Agressors
-Stand and Fight
-Walking Turtle(Full defense, full heal, normal speed)


3- Guards types

-Soldier
-Shortbowman

-Marksman
-Sharpshooter
-Cleric
-Chanter
-Godshand
-Sorcerer
-Knight


4- Guards Upgrades

Guards get experience by walking and fighting on trading duty, they devide the expeirience gained gets devided by all guards.
When they level, they get stats and ability level, they also cap at level 50
You can decide which ones go and stay but you can only have 5 serving guards at once
They could also have an inventory that could be customised on the Merchant´s Guild(Set only)

5- Join Caravan

When youre in a party you can join caravan with your friends this makes the mules to follow each other and the guards, this also gives an aura that increase defenses, movement speed and profit bonus in a percentage, with bonuses increase with the number of people that joined the caravan 5 to 10.

6- Mule Deaths

If your mule dies and you and one of your guards are 5 or less suquares from the dead mule you can call in for reinforcements, like another mule and guards, this npcs will walk from the nearest Merchants Guild to your current position but be cautious when you call them, bandits can cut the trading roads and attack your reinforcements, increasing the cost of your expenses

7- Bounties

When the bandits Npcs and Players attack a caravan they get a bounty on their head by the Merchant´s Guild based on much trouble they caused to the merchants trade.
This bounty will be colected when the hunted Players/Npcs are killed.
This bounty can be colected by whorever attacks the bounty heads the bounty is devided accordingly the the amounth of damage the killer did and the one that gets the killing blow gets an extra.


8- Merchant´s Guild Services

This cost is trigered warever you auto-sell an item or you call for support while performign trade.
This cost is a percentage of your profiton the run that support was asked or if the profit is too low its a fixed amounth.
If you dont pay the services within 24 hours you will get a fine that will increase every 6 hours until a cap of 1 week then you get kicked our from the merchants guild and loose all titles, and then you can only join again after 1 week, but you also have to do the initiation process when youre back


9- How to fill your mule if it cant leave the main road and cities?

1- Go to the Merchant´s Guild Stables and then deposit your items on the Mule´s Baggage(depot)

2-You can mail your stuff directly to your picked Merchant´s Guild Stables

3- You can move from city A to B sell your stuff and then pick city B´s stuff at the stables, and then come back to city A with deposited city B stuff


10-Trading Beetween cities and players using this system/Mule´s Inventory

All the items that you deposit on your mule´s baggage apear on the Merchants Guild Network(Auction house), you can choose to label them with a price or not, if not you will only trade those item by offers(explaned later), if yes the buyers will see this price and the offers will have a bigger chance to be aroudn that price

Trade Bettween players on the same city:

Example:
Stage 1- You label a long sword for 500 copper coins, a buyer sees this and offer 400 you dont like this price so you click on his offer a window apears with "Accept", "Reject" and "Renegociate". What "Renegociate" does is that allows you to input a value higher than the offer of the buyer increasing the chances of having a fair price, so if you input 450, and the buyer accepts the stage 1 of the trade is completed

Stage 2-You go to the Merchants Guild Stables and go to Mule´s Baggage you have a tab called: "Item Offers" then you go to the Highlighted long sword and a window apears then you click "Accept" and the trade is completed.

Trade Bettween players of different cities:

Buyer city A, Seller city B, so the buyer buys your 545 Long Swords on the Merchants Guild on City A while those items are on city B, so to complete the trade you have to pack your mule and go there but there is a risk that that player might cancel the offer if he does cancel it after 5 muntes he pays 5% of the total cost for trolling the merchant.
Lets not be so negative and imagin that the Buyer really wants to buy the 545
Long Swords, so when the Seller gets to city A he goes to the Merchants Guild Npc, and says I want to acess the the Merchants Guild Network, then a window opens and you go to the tab offers, and there apears the 545 Long Swords for 400 each and below the name of the item is in green "(545 of 545)" and if you have 500, in yellow "(500 of 545)", if 40, in orange "(40 of 545)", and if no Long Sword are on your bag or that city Bagage mule, in red
"(0 of 545)".
If you dont have 100% the items of the items that the buyer bought when you arrive to his city Market you will pay a portion of the trade to the buyer as a penalty, it goes from 2% at 90% of items bought to 7% at 0% of items bought, this doest allow to the merchant to troll the buyers without a penalty

11-Trading goods beetween cities

So you got city A that has a lot of fish, and 2000 fish comes in per day from the city npc fisherman but as the global population increases the fish consuption and income increases, but since the income is much greater than the consumed there is a lot of fish left for sale that can be used to be sold to other cities and bought for a low price.
To avoid starvation and to reduce the prices people can fish, this people can either sell their fish to the city for a reduced price and avoid the starvation debuff or keep the fish to themseves and sell it to another cities

So we also have city B it is a desert with no sea around, and the demands for fish and the no natural fish income makes the demand high increasing the prices, so traders are atracted to this and the more fish they bring to this city the biggest their profit, but if too many traders bring fish to this city after the demand point, the selling prices will go down really fast so then u have to trade other good like weat but even those will be sold for reduced prices because city B is overloaded with goods, in this state food selling prices are slightly reduced to all goods exept the overloaded ones, and the city gets a extra regeneration buff to all players and npcs and a very slight damage and defense buff

Starvation debuff: all players and npcs have reduced damage and defenses and low natural city regeneration.
If the starvation has been going on for a while you will loose health really slowly while inside the city and your damage and defense will be reduced even more, this makes a good opurtunity for bandits to come in and sack the city, if they belong to the Thielfs Guild they wont get affected by the debuffs

How to trade goods as a Merchant?

So you start on the Merchants Guild that informs you what goods are demanded on which cities and the prices, so you go to your city A market that has a lot of fish you fill up your mule with fish and walk to city B, then there you sell your fish for a high price and buy goods needed on city A, if city B is overloaded with fish you go to city C and sell the fish there, then you coem back to city B with weat, then you go to city A with bread

Player going offline while using the auto-trade feature

So as a merchant you can sell stuff for other people, so you got player Zenosin which coudnt wait anymore to sell his long sword for 20000 gold so he went offline a troll bought it but since Zenosin is off online somebody has to sell it for him so there´s you.
You go to the Merchants Guild Network, and that window opens and there´s a tab called "Auto-Trade", ironically this trade is done by players, so soembody does a offer for that long sword that is on your city and this long sword apears on that tab.
So no you have to go to the buyers city and if you survive the way to his city you get rewarded with 10% of the 20 000 gold 5% goes to the Merchants Guild for the "Auto-Trade" service, so Zenosin pays 15% of his labeled price on that item.
If you die on the way to the buyers city, the buyer receives a message to withdraw his money at the Merchant´s Guild and gets completely refunded, if he withdraw his money before you loose his item he pays 5% of the item to the Merchant´s Guild

12-(Optinal/Sugestion) Merchant´s Guild Delivery hour

So 8 times every day(every 3 hours) its the Merchant´s Guild mail delevery time, so all trades through the Merchants Guild Netowork are only delivered on a delivery hour, and if you trade on the 20-30 minutes window after the start of this delivery hour your goods get instatly traded and you even get a profit bonus of 2%, if you arrive late and check in after this time has ended your goods are traded on the next Delivery Hour as soon as it starts


13-Alternative to Guards

So there would be a guild dedicated to defend the citizens of this game
The Paladin´s Guild

They get gold for killing criminals depending on the criminal level + skills and damage dealth to the criminal and they get extra gold on the killing blow.

The Paladin´s Guild have a treaty with the Merchant´s Guild they can asign to protect and patrol the merchants road getting extra gold while killing criminals while near the road and they can asign themselves to a Merchant getting a percentage of the Merchant profits on a sucessful trade, they can only asign to a Merchant if the Merchant requests protection



There you go guys a refined of the Merchants Guild plan, have a good day


Last edited by knight legend on October 11, 2013, 01:32:45 PM, edited 9 times in total.

October 07, 2013, 09:09:51 PM
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Post Re: Trading system
If you want a pack mule become a knight, that is what they are for.


October 07, 2013, 09:58:48 PM
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Post Re: Trading system
mules can only walk on the main road


October 07, 2013, 10:59:53 PM
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Post Re: Trading system
@knight legend
I agree with 1 and 5, not that i disagree with EVERYTHING else, it's just that i don't like the "guard" idea... In that way, why don't you hire a guad npc for yourself? No fear of PKs anymore...

@Agent Green
You don't get it, the mules ain't for carrying a lot of stuff, but for traveling with a lot of stuff...

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October 08, 2013, 06:02:46 PM
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Post Re: Trading system
Is there no postal system?

Just sounds like a random mechanic that will not do much for the game.


October 08, 2013, 06:36:34 PM
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Post Re: Trading system
Autran wrote:
@knight legend
I agree with 1 and 5, not that i disagree with EVERYTHING else, it's just that i don't like the "guard" idea... In that way, why don't you hire a guad npc for yourself? No fear of PKs anymore...

@Agent Green
You don't get it, the mules ain't for carrying a lot of stuff, but for traveling with a lot of stuff...


So the guards arent that strong they are about half of your strenght each based on their stats and equipment, they are ment to protect your mule on your absence, thiefs can easily work around the guards AI making they fairly easy to deal with, if you send the mule from city A to B without any protecting it wont much likely make it, and besides you pay the guards upkeep so what is the problem?


October 08, 2013, 07:18:01 PM
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