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Tailor & Fletcher buy/sell prices
#2
(06-13-2016, 04:33 AM)A Handsome Stranger Wrote: These are not true to in-era OSI, and I would like to ask if this is intended.

From Patch8 patchnotes,


Quote:Many item price changes. The list of T2A accurate prices is absolutely massive so we will get this done over time. For now, the prices on jewelers are now completely era accurate ...


I have also observed that the shopkeepers lower/raise their prices too fast, but I certainly don't know all of the things that regulate this. On OSI (in 1998-99), one could buy/sell at the best price for 1-3 rounds, then at the next price 1-2 rounds, and then at price-changes every round, until the vendor stopped transacting (ran out of money, bought enough player-made stock, exhausted his current stock); what I've just described is only a general overview and specifics would vary between item-types and shopkeeper-types.

Might I ask that admins investigate this latter allegation; could someone test this on the demo, perhaps?

As a new player here, I am coping with the severely-reduced effort-to-profit ratio these conditions conspire to inflict: I expected to be able to use these trade skills, at newbie skill-levels, to generate "good" newbie-money in order to give my account(s) a financial kick-start ... I've had to do things a little differently, lol: prices on the stuff I sell are so low, and drop so fast, that trying to make any worthwhile money is frustrating. So far as I can tell, the shopkeepers aren't even busy (i.e. I've got no competition, and I'd be even more screwed if I did).

As an aside, I don't recall price-variations from (what I am speculating is) durability, excepting VDP on player-vendors: I am saying that (on OSI, 98/99) if I sold bows to the shopkeeper Blacksmith/Bowyer, he would pay his normal price, or his exceptional price, according to the quality of the item, but the prices did not vary within either category; I presume this is related to the return provided by the getvalue function, but I am sure that such a level of refinement was never live on OSI. Not only is there no reference at all anywhere in Stratics, but players would have used this instead of VDP ...

Anyway, I felt motivated to ask after these specific things.

I'm Stranger (than some).

Hi Stranger and welcome to the shard.

The mechanic you're talking about was introduced with patch 32: https://uolostlands.com/forum/showthread.php?tid=426

In particular, the change was in the selling portion of vendor changes:
  • Vendors now start to lose interest in buying items when a player sells a lot of the same item to them. At first they will decrease the price they are willing to buy for, and eventually the vendor will stop buying the particular item completely, until the next restock. This will be massive help in combating "afk to riches".
Although the buying part of this patch is entirely accurate to what I found out from the demo, the selling part of the patch may have been somewhat lazily researched and be overtuned. This could cause NPCs to lose interest in stock faster. I do however, know that there is a bug in the demo that causes NPCs to only restock 1 of any particular item when you sell multiple lots of it - which may explain why NPCs lose interest in buying faster here.

I'll see if I can find out any additional information about this. If it proves to be too hard, I can simply loosen the restriction.
[Image: jack-sig.png]


Messages In This Thread
RE: Tailor & Fletcher buy/sell prices - by Jack - 06-13-2016, 11:01 AM
RE: Tailor & Fletcher buy/sell prices - by Jack - 06-13-2016, 01:11 PM
RE: Tailor & Fletcher buy/sell prices - by Jack - 06-13-2016, 09:29 PM

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