A Living World (Part 1): Merchants

In this section you can see all the changes made in game and new functionalities implemented
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Ailander
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A Living World (Part 1): Merchants

Post by Ailander »

This is one of the jewels we are more proud of. Many may notice it after spending some days in the server but they may notice some peculiarity: merchants having different items each day, some not having some items when other players says they can see them etc.

Whatwe tried to do was to give a more immersive world than a static one. Not make it like real life for not risking of making it boring, but still give enough possibilities to make it look alive. So we implemented several little ai's and features that will give that impression.

For example, there are ox-carts that can be found around the City and outside of it. Those carts are actually quite important for the well being of the City giving they are supply crates. The more manages to arrive to the City, the more wealthy it gets. The more wealthy it gets, the better the equipment and items generated and sold by the merchants and more fair are their price

On the contrary, if those carts don't manage to reach the City, the prices are going to increase, they are going to be less on sale, etc. Also, while merchants stays up all day the honest ones will be closed at night. Many may find this limiting their gameplay, so we implemented a little functions were players can try to persuade the merchant to open up for them as shown in this short video

Furthermore, shops will always buy items of their specialized shop. Meaning that the wizard shop in the Trade's ward will buy magical items, the jeweller will buy magic (and not) rings and amulets etc. If one puts enough effort, they will make more than simply visiting the peddler
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