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GoogleCodeExporter avatar GoogleCodeExporter commented on July 29, 2024
Pardon me for being possibly incorrect, I'm not much of a developer, more of an 
avid gamer type.. anyways, it seems that at the very least it could be based of 
a system of different bases and prefixes.  I know that is a fairly cliche 
system but I personally find it fun and balanced.  I.e. 

Short swords cost 20gp, then qualities change it.  Bronze +5, Tin +7, Silver 
+10, etc etc.  And then long swords would be like 35g, and continue that sort 
of trend.


Also it could lead to more implementations of things like "Flaming silver 
longsword"

Longsword is like 35, plus 10 for silver, plus 50 or more for flaming = 100gp. 

To sell items just take off a percentagem unless you plan on putting in a skill 
like bartering or something

Original comment by [email protected] on 2 Dec 2010 at 7:40

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GoogleCodeExporter avatar GoogleCodeExporter commented on July 29, 2024
Sorry to double post but a good example of flaming silver longsword:

Longsword AP 5. Atk Ch 10, Dmg 1-4.

Silver, being lightweight could be like -1AP, +2-3Atk Ch, and +2-3 damage.

So silver longsword would be AP 4, 12 Percent Atk Ch, and 3-7 damage.

Flaming could just add damage, unless you add elemental type damages.

So the end result would be like 

"Flaiming silver longsword"

Ap 4, atk Ch 12, damage 5-10, or 3-7 w 2-3 flaming damage.

Original comment by [email protected] on 2 Dec 2010 at 7:44

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GoogleCodeExporter avatar GoogleCodeExporter commented on July 29, 2024
I like the suggestion from ds1904.ds to have such item series.

Original comment by [email protected] on 2 Dec 2010 at 9:56

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GoogleCodeExporter avatar GoogleCodeExporter commented on July 29, 2024
Silver as light and hard? not in real life :) As an "avid gamer" I refer to 
silver as specific substance (e.g. damage lycanthropes). This sword is more 
like mithril for me, but it's just my stereotype.

Original comment by surrano on 8 Dec 2010 at 12:08

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GoogleCodeExporter avatar GoogleCodeExporter commented on July 29, 2024
**** SPOILER ALERT **** some quest related info below...

back into original topic:
I like the idea that most items with same effect are of same price (e.g. gloves 
or boots or helm 6% == same price)
As for making price categories for persistent (equipment) items: how about 
something like fibonacci? e.g.
1% = 20gp
2% = 30gp
...
6% = 210gp
...

As for healing: I wondered if it was intentional:
- food is more expensive than potions
- more potent potions are more expensive per HP gained

As for fixing price purely by properties: 
- may be unbalanced in extreme cases (DND experience of DMG methods of magic 
item price calculation)
- special items need special price anyway, e.g. bonemeal potion 

Original comment by surrano on 8 Dec 2010 at 12:14

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GoogleCodeExporter avatar GoogleCodeExporter commented on July 29, 2024
Mh dont tell him that food is expensive, I got 30k gold of that. ;-)

Original comment by [email protected] on 8 Dec 2010 at 12:20

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GoogleCodeExporter avatar GoogleCodeExporter commented on July 29, 2024
Some(all?) items should have a required level, but equip/buy is possible. Quest 
rewards should bypass "too low level to buy" rule.

Original comment by [email protected] on 22 Dec 2010 at 3:38

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GoogleCodeExporter avatar GoogleCodeExporter commented on July 29, 2024
I know requiring levels would slow the game down a lot. But that's kind of the 
goal anyway ism't it? To extend the game till we reach level 50 or so. As it is 
know I save up to get the steel sword right off the bat. I like the idea as it 
applies to quests too. I've "finished" the game 3 times so far so I know what 
quests I can handle but newcomers might need some narrowing of paths. That 
would definitely make it easier to integrate the storyline better with the 
quests.

Original comment by [email protected] on 22 Dec 2010 at 5:31

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GoogleCodeExporter avatar GoogleCodeExporter commented on July 29, 2024
I really think we should figure out some formula to dynamically determine the 
store cost of items. That way, items won't be unbalanced with regards to their 
cost. 

The automatic price should be overridable though, for quest items that should 
be sellable for lesser value than the dynamic formula.

Original comment by [email protected] on 10 Feb 2011 at 6:49

  • Added labels: Priority-High
  • Removed labels: Priority-Medium

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GoogleCodeExporter avatar GoogleCodeExporter commented on July 29, 2024

Original comment by [email protected] on 29 Jul 2011 at 6:38

  • Changed state: Started
  • Added labels: Milestone-0.6.10

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GoogleCodeExporter avatar GoogleCodeExporter commented on July 29, 2024
This was completed a while ago. Marking as ready.

Original comment by [email protected] on 5 Sep 2011 at 8:28

  • Changed state: Ready

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GoogleCodeExporter avatar GoogleCodeExporter commented on July 29, 2024
Released in v0.6.10 . Closing.

Original comment by [email protected] on 21 Oct 2011 at 8:56

  • Changed state: Fixed

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