Thanks, pOm for the continued updates. Can you clarify a little more on what the "Mass merchant" npc is and what the effects library does? Inquiring minds want to know! Thanks.p0m wrote:- Returned a certain merchant back to business.
- Simplified the Airships to save module size.
- Added the first mass merchant npc.
- Fixed Sphere of Ultimate Destruction
- Added effects library.
Hala updates.
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Hala updates.
It takes a [b]Viking[/b] to Raze a Village.
The mass merchant is one of the things we're using to kick the economy in the seat of its pants and move away from mass crafting without a good IC reason.
Simply put, a mass crafting merchant will give you 'crafting quests', usually along the lines of "I need X of CRAFTABLEY, and I'll pay you AMOUNT for each."
These are designed around making the economy more reactive and less stale or overflowing with one item.. thus adding some diversity into the grind, and encouraging less of the "I'm going to make 100 silver daggers and then try to sell them" mindset.
You can, of course reject the crafting quest if it is above your skill-level, and I am contemplating making them scaled based on the skillset the items the npc requests. Currently ingame there's one merchant which will send you off for the most crafted (abused?) items I've seen on NPC's who now have very weary backs, and shortly at least one for each craft will be implemented.
There also may be in the further future an npc (or NPCS?) who will complete the order for you.. but they will get a cut of the end amount.
As for the graphics lib, it doesn't require you guys to update anything (which is awesome) but it gives the DM's and builders a lot more flexibility with fancy effects.
Cheers
- p0m
Simply put, a mass crafting merchant will give you 'crafting quests', usually along the lines of "I need X of CRAFTABLEY, and I'll pay you AMOUNT for each."
These are designed around making the economy more reactive and less stale or overflowing with one item.. thus adding some diversity into the grind, and encouraging less of the "I'm going to make 100 silver daggers and then try to sell them" mindset.
You can, of course reject the crafting quest if it is above your skill-level, and I am contemplating making them scaled based on the skillset the items the npc requests. Currently ingame there's one merchant which will send you off for the most crafted (abused?) items I've seen on NPC's who now have very weary backs, and shortly at least one for each craft will be implemented.
There also may be in the further future an npc (or NPCS?) who will complete the order for you.. but they will get a cut of the end amount.
As for the graphics lib, it doesn't require you guys to update anything (which is awesome) but it gives the DM's and builders a lot more flexibility with fancy effects.
Cheers
- p0m
[i]Judge of a man by his questions rather than by his answers.[/i]