The merchants now only has a fixed amout of gold. Once players have sold enough of stuff to them they refuse to buy more stuff. Now this may be to lower the amount of gold the playerbase gets their hands on. But I think it is a bit silly that you have to log on right after a reset in order to sell your things. Perhaps it could be changed back to the way it used to be? Or have more merchants buy things. Perhaps have players travel a bit to sell their items?
Better as is IMO
Atleast have more merchants buy things or spread the merchants out, like have this merchant buy this type of thing and another something else. I agree if tyou can't rush the server at reset you can't sell anything.
As annoying as it is I do prefer the current system with limited gold. I would prefer more items to be saleable but I do think this is better both from a realism standpoint and from a game balance one since there has always been a cash shortage issue as part of the economy.
Professor death. The issue here is that you have to log on right after a reset to be able to sell your items.
Bearing in mind that I tend to suggest things without regard to wether it's worth scripting...
Ideally a merchant should start out with 0 gold, but should be subject to the faction wage script, and get X gold every 10 minutes or so.
This would a. keep their gold limited, and at the same time b. fix the whole "omagod reset, gotta log on and sell stuff" issue.
Is it better that way? Probably, on the other hand, doesn't seem too terribad the way it is.
It's not a bad system as it is, it is however frustrating if you really need to sell something and someone has logged on straight after the reset and used up all the gold there.
Actually, I have been told multiple times that merchant gold is persistent and regenerates over time. If this is true then Reset rushing is irrelevant.
Quote from: Ebok;276922Actually, I have been told multiple times that merchant gold is persistent and regenerates over time. If this is true then Reset rushing is irrelevant.
This is how I understand it works also.
I essentially "trade" my minor sellable items for other minor items that I can use. i.e. Buy a shovel, then sell all my trinkets.
Same Pup,
So really, the solution would be to make something that they sell somewhere near market value, so people actually want to buy from the npc merchants. Really, they must be some of the worst salesmen ever.
Yes if you sell them stuff then they will regain some of their gold.
Quote from: Disco;276906Professor death. The issue here is that you have to log on right after a reset to be able to sell your items.
Two solutions: use other merchants or, like I'm seeing other people post, buy something useful and then sell what you don't need.
Quote from: Ebok;276922Actually, I have been told multiple times that merchant gold is persistent and regenerates over time. If this is true then Reset rushing is irrelevant.
Well, not really, since they don't start out at 0, they start out at "full" after a reset. :P
Well, so as not to knock the bottom out the PC market, it'd be best if they sold stuff that PCs got through a lot of but didn't usually make. Alchemical ingredients have been good for this, and oil always sells. I think a possible solution would be healing potions at high but not ridiculous prices (say 60 for CSW) or affordable and useful ammo. Healing tends to be an issue as unless there's a mercenary-minded priest it tends to be people spamming Quest X that have far more than anyone else. Ammo is definitely a problem as it's a total crapshoot whether you can find any, since the only ways I've seen to craft bolts or arrows are a PrC or non-obvious powerful alchemy.
Scatter about stuff that everyone uses but mark it up enough that PCs are favourable as opposed to required, and we might have a proper NPC economy.
Wouldn't it be possible to restock merchant gold periodically during a reset in a manner akin to the respawning of several rare natural resources?
First off.
Quote from: Mort;264363[Updates]
- Merchant gold is now persistent / Updates slowly accross the module to cut down on the 'load off millions of little items' for 'massive gold' to distant merchants. This seemed like an odd way to become wealthy.
If this is working correctly, then resets have nothing to do with merchant gold. As for items it could be very interesting to allow something like a 50% or 75% markup in base prices as the normal for dealing with npc merchants, then provide them a number of items that are worth buying. The costs of most of their gear now is honestly more hilarious then anything else.
If we are going to care about how merchants generate wealth, and then how they reintroduce it into the population. Give them things worth buying, make them expensive so it's always more interesting to work with PCs. etc. Seems to be a good way of working with the stores..
That said, I think the OP's suggestion is already functioning as per Mort's announcement a few months ago.
QuoteIf this is working correctly
Might not be. Seems like after a reset a merchant always has money, though I could be wrong.
Six weeks ago when I was flirting with the idea of starting back up again, I had the opportunity to play with the merchants some with my three or four start-up attempts. Unless I'm mistaken, the market's gold did not refresh even through series of quick resets without character involvement. If the reset was truly the culprit, and not simply the reminder/incentive for PCs to go look, then multiple resets should have restored the merchant. That was not the case then.
The only way to tell is to buy out the merchant just before the reset, and check in right after--then figure out how much gold they are "restocked" with, if any. It might simply be timing of the resets which gave the appearance of the restored gold. Easily testable.
True that! If someone happens to be at a broke merchant before and then after a reset, maybe they can report in. :)