A MARKET!!!

Out-of-character discussion forum for players of Cantr II to discuss new ideas for the development of the Cantr II game.

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Razorlance
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Postby Razorlance » Tue Sep 20, 2005 5:11 pm

Nick wrote:And pie, I'm sorry but please.. please use spell check. No offense but I'm having a hard time taking you seriously with your spelling.


Think he heard you Nick. Much easier on the eye Pie. :D
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Pie
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Postby Pie » Tue Sep 20, 2005 11:29 pm

Eh, i try.
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Nick
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Postby Nick » Wed Sep 21, 2005 12:57 am

That's a good habit. If you stick to words of three letters or less you're much less likely to misspell them. :wink:
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Nick
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Postby Nick » Wed Sep 21, 2005 12:59 am

Pie wrote:all right.. we can either do the market thing two ways Way number one.. we do the extra programming for all of your swords to be outside and inside the stall at the same time, way number two, we have it so that you can just role play being outside when you enter a stall, and role play having all of the objects on a table.


No... you can already have a storage unit outside that can have resources in it and other people can see what's inside. What your suggestion would require, and I agree with is that objects other than resources should be storable as well.
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Pie
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Postby Pie » Wed Sep 21, 2005 1:07 am

well.. it really wouldn't requier that. BUT that is somthing that i severly want. And also.. To be able to move barrals. have it be a dragging project of somthing, and to move stuff like crates. And to be able to throw them into the whater to make your longboat move faster.
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Nick
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Postby Nick » Wed Sep 21, 2005 7:31 am

Yup, both things have been suggested countless times.
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Wilmer Bordonado
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Postby Wilmer Bordonado » Thu Nov 23, 2006 11:54 pm

Here's an idea about the 'market' stuff.

It happens that you have a public list of available items/resources on sale on the town's square. So everyone can see it and decide what to buy and what to sale. The problem is just how to make the transaction, because sometimes travellers are in a hurry and sellers are just too sleepy. Or in RL terms, they simply do not share the same GTM time.
So how could the transactions be made? Just make them impersonal.

What I mean: Think about something like a container -no matter if it's outside or inside a building, it's not important- but with a double way to put / take items/resources. So when it's built up, you have a key into your inventory. With that key, you can open it to put thing into it, like this:

Choose the type of thing you want to put into the container: item / resource.

If resource---> Choose which resource do you want to put into (scroll bar with the resources of key owner's inventory)
Choose amount
Choose price
(the same for items, without the step of the amount)

So the item/resource keeps contained, with a PRICE. Anyone can see which products are into the container and its prices, and the only ways to take the product out of it are:
a) By unlocking the container with the correct key
b) By selecting the button "pay the price", putting the necessary amount of the resource required, and getting it from the ground.

The payment would replace the product into the cointainer, and how was said, the product will be drop onto the ground, so the buyer can take it for his own.

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Sicofonte
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Postby Sicofonte » Fri Nov 24, 2006 3:02 pm

Oh, yeah, vending machines :lol:

I don't like it (still)



But the stall idea looks nice. Even more the hawking (travelling vending).

What about a "transparent" small wooden cart?
It would be a vehicle with the the particularity that the things inside appears in the Objects list of the place. For example, being in a place one of those transparent vehicles called "John Hawker Stall"), someone couls see:

1294 grams small bones
a crumbling bone knife
1400 grams of iron (John Hawker Stall)
a brand-new iron sabre (John Hawker Stall)
a brand-new iron sabre (John Hawker Stall)


But I prefer the idea of having portable and draggeable transparent lockeable containers.

The hawker would put it on the floor from his inventory, or drag it out from his vehicle, and the people could look into the container (another button needed maybe), or the things inside the container would be listed within the things in that place (this is what I prefer):

1294 grams small bones
a crumbling bone knife
1400 grams of iron (<container>)
a brand-new iron sabre (<container>)
a brand-new iron sabre (<container>)
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Wilmer Bordonado
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Postby Wilmer Bordonado » Sat Nov 25, 2006 3:34 am

Sicofonte wrote:Oh, yeah, vending machines :lol:

I don't like it (still)

But the stall idea looks nice. Even more the hawking (travelling vending).


Well, I think your missing the point of it, somewhere.
I'm not talking about travellers who want to sell their products, but people in an organization in a certain fixed place who want to trade with travellers, in a quick, secure, and clean way.
Travellers could also have a benefit from this, since they could came to a town, see what's needed to buy certain item, then go search for that, come back and buy it.
I still don't find any critics to the idea, beyond of the prog possibilities of working it out.

Paragraph apart:
I consider some kind of 'legal' market would benefit the creation of small cities, since there would be a constant offering and demanding products. This also would give a great push to currency, if coins are allowed as items to be put into the container. Just in few words, a secure economy is needed to let the societies grow up.

Wilmer B.

ps. Please Sico, don't make it too 'character dependant'. :lol:
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Postby Schme » Sat Nov 25, 2006 5:28 am

I don't see the need.
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Postby Schme » Sat Nov 25, 2006 5:29 am

I don't see the need.
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Wilmer Bordonado
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Postby Wilmer Bordonado » Sat Nov 25, 2006 5:47 am

Schme wrote:I don't see the need.


Perhaps you could describe the arguments you're holding up.

As someone's said, "One step forward, two steps back" 8)

Wilmer B.
SI A LA VIDA, NO A LAS PAPELERAS!

http://www.noalapapelera.com.ar

YES TO LIFE, NO TO PULP MILLS!

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Bowser
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Postby Bowser » Sat Nov 25, 2006 6:14 am

Many of the new machines and changes in the recent times have been said to be made to stimulate trade. A vending machine would be a great way to do that. Imagine a machine you could click and then see the resources/itmes for sale and the price. Then you just transfer your resources to the machine and the item is dispensed.

It would be a very good addition to any town and the machine is not something unrealistic.
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Nosajimiki
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Postby Nosajimiki » Sat Nov 25, 2006 7:52 am

problem with prices is that you in order to do this in a workable manner, it would probably need a pretty complex and compleately new interface to work well. You can either put something in and name what you want for it. (100 iron for 2000 limestone), but that would be handicaped when you are looking for limestone, coal, hemitite, rubber, soda, or magnisium. Or you have have to go even more coplex and have a way to assign "dayrates" for every resource you will accept, and ever resource you are selling.
(Sell:iron=30,steel=20,hemitite=900)
(Buy:limestone=1000,coal=250,soda=200,rubber=40,meat=700,cooked meat=200)
This method again becomes awkward, because it lacks architypel resources so if someone has smoked meat or jerky instead of cooked meat, he can't use the machine. If you want it to take coins, then it wont even help speed up transactions with traveling merchants b/c then they have to stop to get coins which would actually slow things down for them. Another reason it wont help traveling merchants is b/c they rarely go anywhere unless they are either traveling through to get somewhere they want, so they need to save thier trade goods, or they are going somewhere with a local resouce they need, and plan to stop there for a few days anyway to get as much as they can.
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Wilmer Bordonado
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Postby Wilmer Bordonado » Sun Nov 26, 2006 2:27 am

Thanks for your opinions here, they sound very deep thought and interesting.

Nosajimiki wrote:problem with prices is that you in order to do this in a workable manner, it would probably need a pretty complex and compleately new interface to work well.


Yes, maybe you're right. None of the actual interfaces could apply for this new machine, since it requires the interaction of two different characters. I'm afraid it should be programmed from zero.

Nosajimiki wrote:You can either put something in and name what you want for it. (100 iron for 2000 limestone), but that would be handicaped when you are looking for limestone, coal, hemitite, rubber, soda, or magnisium.


Yes, you're on the point, but do not forget that the machine ("vending machine" as someone called it) it's a private property, from the one who build it up. So the owner is free to set the prices (bone knife = 700g of spinach, f.i.) and it's his/her choice to set which resources are needed -and possible paid-. So the one who holds the key should be smart enough to set the prices on resources of a near gathering, or even of a possible gathering. E.G. if 1k of coal is selled for 1 k of cooked meat, then it means that the seller do not want smoked meat or dried meat or nothing else but cooked meat. The resources and items are not considered as "day of work" stuff, but in the particular need that character have,

Nosajimiki wrote:Or you have have to go even more coplex and have a way to assign "dayrates" for every resource you will accept, and ever resource you are selling.
(Sell:iron=30,steel=20,hemitite=900)
(Buy:limestone=1000,coal=250,soda=200,rubber=40,meat=700,cooked meat=200)


IMO, no. Prices might be set on a particular resource and a certain amount. If the resource couldn't be gathered or if the amount is impossible, it's the machine owner's fault because of setting an stupid trade. His or Her own interest would be the only damaged.

Wilmer B.
SI A LA VIDA, NO A LAS PAPELERAS!

http://www.noalapapelera.com.ar

YES TO LIFE, NO TO PULP MILLS!

http://chrislang.blogspot.com/2006_08_31_chrislang_archive.html

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