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Post by Tim on Aug 14, 2008 15:58:50 GMT -6
Well once I get my things changed from GET to POST method it will be harder for macro schedules to exploit things anyways. ;D
And it's hard to make effective and non-exploitable system. Just will take some trial and error.
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Post by Jay alAvid on Aug 14, 2008 16:02:29 GMT -6
lol! *dang*
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Post by Jay alAvid on Aug 14, 2008 16:04:31 GMT -6
There is a large following from the Wheel of time series. I think with the right promotion, we will see an increase in players - the extra ideas that are coming up make that more likely.
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Post by Tim on Aug 14, 2008 16:08:41 GMT -6
True that it won't stop autoclickers, but that's not the only way to skin the cat. (aka the other, other white meat). Autoclickers won't work for too well battles, though because nearly everything uses the GET method, people who know coding could find creative ways to get things more automated. And before the hate mail starts coming in, I'm actually a cat person. *hugs my kitty, Kupo!*
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Post by Mat Cauthon on Aug 14, 2008 16:12:29 GMT -6
Are we going to have any tali"s in the shop
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Post by Tim on Aug 14, 2008 16:19:49 GMT -6
No. Not at this time at least. The reason is that as it stand talismen are quite cheap and given the bonuses they can add, especially to higher level weapons, there are a lot of cases where the value of the item + value of talisman < the value of item with talisman used on it. It would be too easy to simply buy talismen just to make your loot worth more. My plan is to change the drops to make talismen more likely. This will 'encourage' people to use the shops more. I'm also probably gonna make it so you don't find anything if you lose. Only winners get loot.
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Post by Tim on Aug 14, 2008 21:59:33 GMT -6
Fixed bug with people not taking control of towns. Turns out that I misspelled the field name that keeps track of the next multiple of 100 needed to take control, so the comparison always failed. Doh!
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Post by Hugh Longshanks on Aug 14, 2008 22:14:55 GMT -6
Shop looks good to me, Tim.....
A question, though: How much divergence will there be in stock depending on the location?
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Post by Tim on Aug 14, 2008 23:20:20 GMT -6
Brief summary: T here are 8 different types of items that can be bought, and 7 levels for each (6 for shields).
In general, each town has 1 type that can be raised to 7, two to 6 (3 if the town has shields), and 1 that can only be level 4 (2 if the town has shields). The rest are 5's. I tried to balance it out so that the numbers of 6's and 4's were about even between all the types, but it's not perfect. If max level is 4, then it starts out at level 0 (no items), else level 1. May change this so level 5s are 0's as well.
There are exceptions of course. Tar Valon is all 5's and 6's, and no swords can be sold in the Waste.
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Post by Hugh Longshanks on Aug 14, 2008 23:28:10 GMT -6
Thank you. That will help in deciding how to upgrade the shops.....
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Post by kaldar on Aug 15, 2008 7:37:56 GMT -6
Just my opinion on this one but i'll post it anyway.
I don't really like that all the weapons are alwasy available for purchase in the shops. The original shops in the first version randomly generated items for sale , so someone actually had to shop back from time to time to find the weapons they wanted. This system makes everything but talismans practically worthless , or atleast maxes out their worth at the price it can be purchased for in the shops.
I like the idea of the upgrades opening up available items , but would like to see more of a random draw from available items rather than the men's warehouse system where everything is always in stock at a great price !!!
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Post by Hugh Longshanks on Aug 15, 2008 8:22:54 GMT -6
Good point.....
Maybe we could make it so there's say 10 or 12 slots in the shop, and the items stocked are taken from whatever is available from the current upgrades....
The system we have right now is good, but it's really more suited to a closed Clan shop or some such. I really don't want to be giving weapons to my enemies...
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Post by Hugh Longshanks on Aug 15, 2008 9:15:18 GMT -6
Actually, I just thought of something:
The Shop as it stands right now would be perfect if we have degrading weapons and armor. everybody will always have access to equipment appropriate to their level, but it will be difficult to pull too far ahead of everyone else, since tali's are hard to find.....
So, will you make the weapons break now, Tim?
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Post by Tim on Aug 15, 2008 9:59:59 GMT -6
Degrading weapons is something I'm planning on looking into when I do my item overhaul for v2. Not for sure that it will make it in, but definately something I want to look at.
I too have been having some doubts about the shops now that they're up. The list of items available has become quite massive and might be a bit much. Gonna watch how things go a bit more before I make any decision though. The first couple versions of the game has static shops in each town where between them all the items could be found, so I know that the system can work. Yes, you aren't likely to find people buy items for more than what their worth at the shop, but there is that range between 50% and 100% of the price that can be milked in the market. It was always good for finding bargins.
Also keep in mind that weapon drops will become less frequent, so gold will be quite a bit tighter.
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Post by seraph on Aug 15, 2008 12:57:11 GMT -6
My suggestion would to have a maximum number of slots available in the shop, then when you buy a tier of weapons, you input a chance that the new weapons would be added.
So, have the old shop randomness, but each tier you buy increases the number of weapons. You'd still be buying tiers to make those weapons available, but it wouldn't be an unlimited supply of great weapons (which especially puts other characters, who don't use the maxed out weapon tree, at a disad. when everyone in the game hangs out at one town ;D)
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