"Living" markets

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Lun
CLOK Patron
Posts: 663
Joined: Wed Jun 06, 2012 5:10 pm

"Living" markets

Post by Lun »

In view of the (no longer) new trader tasks, I've been meaning to suggest that Outposts hold a small but relatively constant number of a resource type in their commodities market. The trader tasks are incredibly random, sometimes asking for bars and at other times asking for weaponry or armour or what-have-you. Since not all traders aspire to be miners and blacksmiths, there should be some options to prevent forcing them into being jack-of-all-trades.

Example: Shadgard is known as a mining town, yet the only time ore is available in the market is when a PC sells it. Afterwards, NPCs quickly file in and make off with them. If there are so many miners in Shadgard, why don't they provide any ores from the Shadgard mines themselves? And with such an amount of copper and other freely available ores in the market, what is stopping NPCs from having made bars and selling said bars to the market? The number need not be significant, as that could be ripe for abuse, but a steady supply of a range of 10-30 of a towns main resource ought to be available to PCs for purchase. This "NPC created" resource could be updated on an hourly basis, or some other time range.
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Rias
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Re: "Living" markets

Post by Rias »

We have plans to do just that, happily.

FYI, weapon/armor request tasks don't require the items be player-crafted. Go get some at the pawnshop or an offsite weapon shop, or loot them from critters, take them from crates - doesn't matter as long as they're not the ones sold at the Coalition blacksmith.
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