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Heroes of Sansibar and Tilog

Started by Tom, July 14, 2015, 10:57:23 AM

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De-Legro

Quote from: Lapallanch on July 26, 2015, 10:24:08 AM
There should also be more shop sections for later games. Only a couple layouts can have magic weapon or armor shop while corner shops can't have either of them meaning later on, they won't have much to sell.

Not really true, there are always new characters replacing old, equipment broken which needs replacing and parties do not always have the gold to do either with top of the line equipment. The problem I still have at the moment is everything is party based, so selling one member a high end sword while ignoring another member having no weapon has little repercussion in many instances. The game revolves far too much around maximising profit on each item sold and no nearly enough on ensuring parties are well equiped.
Previously of the De-Legro Family
Now of representation unknown.

Tom

Reputation and customer loyalty are intended to provide the mechanics for that.

James

So... Party 18 (the great guard) have a positive loyalty to my shop, yet when I look at them they don't appear to have any items I can stock, and reading through their logs, they haven't lost anything either.

nice to have someone like me, I just don't know why!
WARNING: Outer Tilog is different...

Tom

I've stopped the alpha for now, working on a new shop layout system that will hopefully fix these gameplay issues.

Not sure if I can update non-destructively. Probably not. I'm deploying the new system already and will see what happens. Expect lots of errors.

De-Legro

Quote from: Tom on July 26, 2015, 12:50:29 PM
Reputation and customer loyalty are intended to provide the mechanics for that.

Except all they do is introduce a system to be gamed on the road to profit.
Previously of the De-Legro Family
Now of representation unknown.

Tom


De-Legro

Quote from: Tom on July 28, 2015, 06:14:12 PM
Can you elaborate on that?

For example, does the party have high demand for some damage? Well sell them as many low value goods, like potions, as possible before hand to up your loyalty and allow you to sell the weapons for a even greater mark up. Since the systems are deterministic, they are simply another currency.
Previously of the De-Legro Family
Now of representation unknown.

Tom

Ah. Well, that is only because at this time the implementation is simplistic. I do plan to make it more tricky.