Balanceing of Food Item Cost:Heal Ratio

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MerlinX420
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Balanceing of Food Item Cost:Heal Ratio

Post by MerlinX420 » 27 Jan 2008, 18:02

Do to concerns with the Food Cost:Heal Ratio I purpose these new stats for some items:


Cherry Cake HP+40 Cost 70gp
Roasted Maggot HP+100 Cost 150
Milk HP+150 Cost 250
Beer HP+200 Cost 300
Chicken Leg HP+400 Cost 700

Any attempt I make at re balancing the whole table greatly skews the values of some items. Considering I would like the new restaurant to be able to sell things such as Milk,Roasted Maggot,and Chicken Leg I need to be able to do so without adverse effects to the already fragile economy of TMW.

Any suggestions and help in this matter would be greatly appreciated as this is one of the things holding me back from finishing this project.

Thank You,

MerlinX420
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Post by PKemrin » 29 Jan 2008, 10:28

Just a thought

I suggest a simplified fraction as a starting point...

What if food healing 3 health cost 5 gold? 6/10ths ratio of healing vs cost

I arrived at this idea by averaging MerlinX420's item costs together and using a rounded average.

This will give a common basis for cost on healing items

List based on my idea:
Cherry Cake HP+40 Cost 67
Roasted Maggot HP+167 Cost
Milk HP+150 Cost 250
Beer HP+200 Cost 333
Chicken Leg HP+400 Cost 667
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Post by Crush » 29 Jan 2008, 13:13

As I already said somewhere else: Better healing items should have a worse hp/gold ratio because they allow the character to heal faster and they take less weight.

Merlins ratios are thought out quite well.
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items

Post by MerlinX420 » 29 Jan 2008, 13:30

Thank you for the input. I believe I will implement the new costs into the new store. The HP effect of some items would have to be changed and that is not in my control. I can only set the price of said items in the map I am currently scripting. Before the new map is added the current prices in the existing store would have to be changed also. (To avoid a cash making flaw and further escalating the inflation.) I can edit the existing NPC scripts and upload them with the new ones. Should I go with these values Crush?

Thank You,
MerlinX420
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Post by Crush » 29 Jan 2008, 15:21

For balance reasons the prices of all shops should be the same. You can modify the default prices and the effects of items in the server file db/item_db.txt from the serverdata SVN repository. But for some reason the price values here have no effect ingame. Every shop uses its own prices.
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Post by Jaxad0127 » 29 Jan 2008, 16:24

Small variances in shop prices are more realistic, as long as you can' make money by transporting goods you bought in one shop.
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Post by Crush » 29 Jan 2008, 19:03

Realistic? Yes, but is it a good idea gameplay-wise? When shops have different prices people would only buy at the cheapest shop and it would feel like the other shops don't even exist.
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Post by Jaxad0127 » 29 Jan 2008, 19:15

Crush wrote:Realistic? Yes, but is it a good idea gameplay-wise? When shops have different prices people would only buy at the cheapest shop and it would feel like the other shops don't even exist.
But will they travel to the other side of the world to do so?
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Post by Dr Wahl » 29 Jan 2008, 19:17

Crush wrote:For balance reasons the prices of all shops should be the same.
I must say I disagree. Having a price range for each item would keep the balance, but allow for players to travel to make the most money off of the item. For example, selling hay to the farm town NPCs might only sell for 15g, but travel to some far away village that does not have the resources and they should pay a premium for the travel that was required, so they might pay a little more, like 18g per item.

I would like to see items have a range that they must stay within a reasonable range.
Crush wrote:When shops have different prices people would only buy at the cheapest shop...
If the price range is not huge, I think that this would not become an issue. If an NPC is selling apples for 10g in this town, but 8g in the next town over, I would be willing to pay the premium to not have to travel. Plus, if you are buying in bulk, this will add up, making it begin to effect the market.
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Post by Crush » 29 Jan 2008, 19:22

jaxad0127 wrote:
Crush wrote:Realistic? Yes, but is it a good idea gameplay-wise? When shops have different prices people would only buy at the cheapest shop and it would feel like the other shops don't even exist.
But will they travel to the other side of the world to do so?
Considering the current world size? Yes, I would take the 3 minute walk. And don't expect that the world will grow a lot until we switch to the new server. And then we will dump the complete item database anyway.
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Post by Dr Wahl » 29 Jan 2008, 19:28

Good point Crush. Maybe we need some more defining about what is actually being talked about here. My comments are on the idea of how I would like to see things when the game is complete.
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