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Merchant classes

Now, Crypticant already has written the code for this, and it worked wonderfully. I am sure if we ask him, he will give it freely, without asking for anything but credit for it.

Blacksmith - can specialize in armor or weapons

Jeweler

Tailor

Alchemist

Miner

They makes stuff, and when they use the vend command, people can use the list option to buy stuff from them. They can vend specific items. They also can stop vending. They are like walking stores.

There was a plan for nonpk classes. These would be them.

I will reitterate, that they already exist. They already work wonderfully. I've a copy, as do a few other people. Crypticant made them, and all that needs to be done is an email. But god they are cool.

No PK classes? I sounds soooo anti FL.

... bards and heralds?

Umm.. bards...

Let's say Heralds. And uncaballed healers if it is against non-undead.

still got in front of their names.

Adventurer on the other hand, is non-PK. But they are a learning class for n00bs. That is a different thing.

alchemists were a PK merchant class. one other of them is too but forgot which one, i think blacksmith. this would be %105 dope, except for the already existing FL items in the world upheaval i previously mentioned. bounties would have to be placed and the motivation to kill people would have to be shifted in some other direction. this... could actually be a good thing though eventually.

Anyone play ragnarok online? the merchant was baller.

Any merchant should have a skill like pack mule or something, so they could carry more items and more weight.

-They should also be able to sell rare/unique based on the selling levels that korithan(sp) had approved.

Vend sounds sweet!

I do not want non-pk classes. Period. Heralds don't bother me, they're a cabal and serve a purpose, but I am very against non-pk classes. I love being able to kill whoever I want and accept the consequences. It makes things so much more real, so much more intense.

well, I suppose I should withdraw the nonpk aspect, but none the less... merchant classes rocked my socks off.

What I would not be against is making merchant classes that are PK-able, but like, say, healers, have extremely powerful defensive and evasive abilities, making them hard to take down but still hard to be aggressive with. Their RP could prohibit most forms of aggressiveness, as their guilds do not tolerate violent members.

Have you seen some of these pushy TV salesmen? They are very aggressive.

Merchants haggling OBLITERATES you.

While you are stunned from the sale, your pockets are emptied.

Have you seen some of these pushy TV salesmen? They are very aggressive.

Merchants haggling OBLITERATES you.

While you are stunned from the sale, your pockets are emptied.

The shop keeper runs in your face yelling "SALE! SALE!"

The shop keeper's sales pitch does UNSPEAKABLE things to you!

You get the sudden feeling that your bank account has been emptied!

The cool thing with merchants though is, that the syndicate could act mafia, asking for a % of the income in pay for "proctection".

I would agree.

But then the Syndicate would not collect any bounties from any merchants, because they paid for protection.

I think they'd also need some type of anti-steal skill that isn't perfect, but works better as it happens. Otherwise it'd be a null class, with thieves running about.

I definately think they should be pk though. This could be some good stuff. The rp would be great, and the pk would be interesting too. I can see them sought after by cabals actually due to their ability to make money, perhaps preserve herbs and the like. Especially if they make potions and things like that. I can see them being limited by no aggressive kills and stuff, but on the other hand I can see them just being sneak bastards with the counterfeit skill, selling dupes to people at high prices.

On the other hand, Herald is not clear of PK. You do not join Herald and have your red PK go grey.

Does anyone like the idea that these classes should have more item capacity and more carry weight. Perhaps a skill like a mule, or a charmie that they can stack weight on, and the items arnt lost logging or at a shift?

Or a free locker?

edit: no, I like the mule idea better.

The benefits of these additions :

A reflourishing of Herald (as no merchant will want to be attacked when trading)

Player run merchant clan? Merchant Cabal?

Uber rp when it comes to who makes what for whom.

A much needed new dimension to this mud.

A player run economy.

I will focus on the player economy....

Miners will buy nicer tools from blacksmiths and potions from Alchies.

Alchies will buy preserved herbs from thieves and ninjas, and essences from miners.

Blacksmiths will buy ore from miners, and oils from alchies.

Tailors will buy oils from alchies, and those damaged animal parts from players.

That is just how the merchants could interact, not including players.