With the implementation of the new bod system, I wonder if it is time to move some of the items from the reagent type system to the endless supply system?
For those of you who do not know, there are two pricing systems with the NPC merchants.
One is the orginal which is most recognizable with regards to reagents.
The item for sale starts out with the item at a set price and with a quantity of twenty
Every time a quantity is sold to a player, the NPC increases the quantity for sale the next time it re-spawns (at approximately 20 minutes) on the vendor to meet the demand while maintaining the original price.
This is how the reagent type vendors get worked up to 999 ginseng for 3 gold each.
The other schema provides an always available supply but increases the price to match demand.
Each item starts at 500 quantity with a set price.
Every time 1000 of that item is bought (in multiple transactions obviously because you can only buy 500 at a time max) the price increases by 1 gold.
Every time 1000 of that item is sold back (at a 25% decrease to what the NPC sells it for) to the NPC (in multiple transactions obviously because you can only sell 200 at a time max) the price decreases by 1 gold.
This is how we get arrows for sale at 44 gold per in Luna.
With the implementation of the new bod system, I wonder if it is time to move some of the items from the reagent type system to the endless supply system?
As many people just buy the normal items from the npc to fill lower non exceptional bods and then return them, this would let items increase in value. This will make crafting at low levels profitable especially for newer players. This system encourages people to visit different cities looking for the lowest price and even can make a hidden market dynamic that people can use to make some profit by buying from one city, selling to the other.
To be certain, there are some flaws with both systems. For example the endless supply system for some items will never reset because you can't sell the NPC that specific item (NPC provisioners won't buy apples if I remember correctly) and occasionally certain NPC vendors reset going to the lower price (travelling gypsy camps in T2A come to mind). As for the reagent type system, well that just becomes a time consuming hassle.
Thoughts?
For those of you who do not know, there are two pricing systems with the NPC merchants.
One is the orginal which is most recognizable with regards to reagents.
The item for sale starts out with the item at a set price and with a quantity of twenty
Every time a quantity is sold to a player, the NPC increases the quantity for sale the next time it re-spawns (at approximately 20 minutes) on the vendor to meet the demand while maintaining the original price.
This is how the reagent type vendors get worked up to 999 ginseng for 3 gold each.
The other schema provides an always available supply but increases the price to match demand.
Each item starts at 500 quantity with a set price.
Every time 1000 of that item is bought (in multiple transactions obviously because you can only buy 500 at a time max) the price increases by 1 gold.
Every time 1000 of that item is sold back (at a 25% decrease to what the NPC sells it for) to the NPC (in multiple transactions obviously because you can only sell 200 at a time max) the price decreases by 1 gold.
This is how we get arrows for sale at 44 gold per in Luna.
With the implementation of the new bod system, I wonder if it is time to move some of the items from the reagent type system to the endless supply system?
As many people just buy the normal items from the npc to fill lower non exceptional bods and then return them, this would let items increase in value. This will make crafting at low levels profitable especially for newer players. This system encourages people to visit different cities looking for the lowest price and even can make a hidden market dynamic that people can use to make some profit by buying from one city, selling to the other.
To be certain, there are some flaws with both systems. For example the endless supply system for some items will never reset because you can't sell the NPC that specific item (NPC provisioners won't buy apples if I remember correctly) and occasionally certain NPC vendors reset going to the lower price (travelling gypsy camps in T2A come to mind). As for the reagent type system, well that just becomes a time consuming hassle.
Thoughts?