Alright, so I’m going to try my hand at this. I’ll add the topic and summary in as bold and italic respectively to make it easier for you FleeceMaster :)
Currently, the only times players do stuff with each other is to sell each other items at inflated prices or contribute to towns (the latter being something that technically doesn’t require more than one person). I think it would be really awesome if we could have some actual business interaction between people in the same city.
City/Trade (it could be categorized in either):
An example: Say a new shopkeeper joins my city. He’s fairly new in the business industry and could use a gold inflation to jumpstart his business (for the low low price of your eternal servitude! >:D). I could offer a certain number of resources (which would be for a timed amount, like a day), items, gold, et cetera to him in return for the same back with interest set by me (which he says and must agree to). If I give him 10 herbs for….let’s say an hour. Then every day he completes in that period he will have 10 extra herb storage filled with 10 herbs. However, the opposite occurs to me, and I lose 10 herb storage and 10 herbs.
For instance: Say I have a bunch of potions and staffs, but not many swords. I could “partner” with another player in my town to refer customers from my shop to theirs (essentially saying to your customer, “I don’t have that, but if you see this other dude, he’s practically giving those away.” To which the other shopkeeper is not so happy about…. :P), and maybe make a small referral percentage off of either the item or just the business in general and vice versa. You would still have x number of people coming to your shop (x being based off your shop0 appeal), but you might get extra depending on whether a fellow businessman referred people to your ship. These customers could have a special color or dialogue to denote their difference. However, to make it more interesting and strategic, you could have the player who is receiving a referred customer have to pay the referring shopkeeper the gold percentage. You would then have to decide whether to enable or disable referrals depending on the amount of gold you have.
3: Business Competition
Personally, I don’t see a whole lot of competition in this game. Don’t get me wrong, it’s fun, but what trying to get 100 bajillion gold pieces to beat someone who has been playing since it was released is kinda tedious and really longterm. I recommend, in addition to the long awaited #cough cough# PVP, that some sort of shop/city competition is added.
Allow people to take out ads and target audiences to get a boost in customers while taking away customers from someone else, offer free items with purchases to get more customers, and so on. Shop appeal is already implemented, so why can’t that be a way of literally measuring your appeal to customers rather than another form of XP.
4: Shop “Beauty” Contest
This goes along with my customization ideas, but essentially allowing people more room to customize and beautificate things would open an oppurtunity for friendly “beauty” contests with other people in your city. You could have prizes made by people simply contributing to a collective “pot”, or even no prizes. It would just be a fun little thing to do.
1: Sizeable Window
This is pretty simple request (less simple in code I know, I’m sorry D:), but can you make the chat window resize by dragging instead of preset window sizes?
2: Town Links
Kelena mentioned something of this already, I just wanted to re-state his/her idea here coupled with my own suggestions.
Originally posted by Kelana:
2) Customization. The color palette thing for designing your shopkeeper is really good! Let us customize our customer’s colors (I know you have the programming already in place too with Sorcery Quest!). Let us customize our shop’s colors on the map screen. Let us change the colors/gender we selected for our shopkeeper.
In addition, having the ability to just change up the general look of things in the shop, like rug designs, colors, plant designs, patterns for the counter where people buy things, and so on. I like to look in other people’s shops sometimes, to see their layouts, and adding customization would make it more worthwhile. As mentioned above, having contests to see who can make the coolest shop is viable with these implementations.
2: Customer AI
It’s something small, but can we have the customers behave a bit more….customery? Sometimes a customer walks in, weaves through all my racks of items and stands right next to Mr. Scary Blacksmith Guy while he’s making a giant sword. I then give him his item and he walks off. It would be neat if they could walk in, maybe browse or something, then go to the counter which I’ve spent a bunch of gold on to do their transaction. Maybe have the shopkeeper walk over to the other side of it and complete the transaction. This kinda happened in Swords and Potions 1; I wasn’t sure why it wasn’t in this version. Also as Samina suggested,
Originally posted by Samina:
- Less “Robotic” customers. Someone walks in, looks around, doesn’t see anything he likes on the racks and leaves with an irritated icon. A NPC can be suggested broader range of items (An engineer might see homself interested in potions or a warrior in magic rings!) Perhaps simply have them with lower rating chance.
having customers that may not buy anything come and look around adds some depth to the game.
In practically every RPG, MMO, and even FPSs you can create parties or groups. Why can’t we do the same for our eager young adventurers? Adding another person to a party would increase the chance of success (you would have to give them both the items separately though), and they both get XP. However, the XP would be shared between each party member, so if the reward is 100XP and it’s a party of three, each person would get the dreaded OCD inducing 33.33333….XP. I don’t see how it would be not balanced this way, since you would be splitting the XP and would have to do X number of adventures (where x is the number of party member) to get it up to the same level as one adventure normally. Besides, in the current system, you would have 1 adventure do a quest, and that customer wouldn’t return until said quest is done. With this you could have 2, 3, 4 or so people gone for one quest. If that’s still unbalanced, add extra item costs/item breaking chance or gold scaling per party member. Honestly, I would pay maybe an extra 500 gold to be able to add multiple people in a quest and get the chances of completion up. Especially for the harder quests.
Anyways, that’s all I could think of at the moment, lemme know what you all think :)