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Reader Comments (8)

Posted: May 25th 2008 11:07AM (Unverified) said

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Case study in having no NPC's see: Asheron's Call 2.

Posted: May 26th 2008 2:53AM (Unverified) said

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I don't get what you mean, that game doesn't exist any...

... ....

Oh kaaay.
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Posted: May 25th 2008 12:32PM (Unverified) said

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Bring back the way Everquest NPC vendors worked. They would keep the last 8-10 items that 'anyone' sold to them so once in a while you would go to sell something as a lowbie an there would be something nice to buy that some one else deemed vendor fodder.

Always seemed more realistic to me as well, that the vendor would keep what he bought and sell it on again, as you would in a situation such as his.

Posted: May 26th 2008 8:04AM (Unverified) said

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From a networking point of view, that would involve additional database loads on both the client and servers. The static never-changing menu of offerings may not be as attractive, but it's more easily cached...

More's the pity.
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Posted: May 26th 2008 11:30AM (Unverified) said

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Well, if a game that is 10 years old can do it and do it more effectively than the newer games and had more population per server (and I think a whole lot more vendors per server as well), then why downgrade to a silly system?

As much as I like Warcraft, it's dumbed down allot of things that made MMO's fun to play. I suppose that's the appeal of it really that it's simple to pick and play with small amounts of time.

Posted: May 26th 2008 11:53AM (Unverified) said

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I know this is really asking for the impossible. And from a developer's point of view, uncontrollable, (aka, Not Gonna Happen.) But I would like to see shops by players (such as myself) who find perverse satisfaction in branding and selling specific goods. That is, becoming artisans and merchants in a game. Because sometimes, vertical integration can be a game too.

In other words, start with a bazaar instance, which is expandable. Make the start up cost on such a place not worth just anybody doing it. Then provide the ability for me as a player to set up varying levels of shop locale (from carpet, to kiosk, to hut, to shopfront, etc.) as well as "hire" (pay sunk cost rent on, ala properties in LoTRO or Vanguard) NPCs to keep an inventory for me. Sure, it would be maintenance hell from the adventuring player's standpoint. But it would bridge the gap between market-focused games like early Star Wars Galaxies and currently (_imo_ misleading) Pirates of the Burning Seas, and allow for a new "class" of player options. Not ditch the auction system, but augment it. Can't find the rare Nose Ring of the Dik-Dik you wanted in the AH? Check out Crazy Tiwaz's Nose Ring Emporium.

This isn't a fleshed out nine-point-plan or anything (recipe drops from where?, experience for shopkeeping ala Vanguard crafting leveling?), but it's still really not explored, and a notion that has appealed to me since I can remember playing MMO's.

In other words, I don't think NPC vendors are a dying breed per se. But I think that perhaps players should have some control over what these vendors are up to, since players can watch markets better than any dev or algorithm. Not to mention actually have fun doing so.

Posted: May 27th 2008 2:17PM (Unverified) said

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This exists in DAOC.
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Posted: Jun 1st 2008 2:32PM (Unverified) said

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They did this in Star Wars: Galaxies, and it was...

Bad.

Awful, frankly.

You had to do everything from scratch, from raw materials to marketing. The overhead was horrendous. You'd be lucky to get customers, even if you *did* manage to make a name for yourself.

As nice as it would be to set up a virtual storefront for, say, your guild's crafters to put their stuff up for public sale, this is merely a less-efficient version of the auction house mechanic, without the benefit of the convenient location.
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