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 Entire forum ➜ SMAUG ➜ SMAUG coding ➜ Gold, mining and stockmarket.

Gold, mining and stockmarket.

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Posted by Robert Powell   Australia  (367 posts)  Bio
Date Fri 23 Jan 2004 05:28 AM (UTC)

Amended on Fri 23 Jan 2004 05:32 AM (UTC) by Robert Powell

Message
I was thinking on removing gold from all mobiles and having players mine ore, or harvest crops, trees and the like to be sold on an open market where the price is determined by how much the item is traded, but not going below or above certian ceiling prices so that iron for example would not ever be worth more than mitheril. I dont really have much of an idea on how to implement this, but i was thinking using a spec_ flag on a mobile as i dont have any room or mob flags left, well i dont think i do, where you can go and view current prices and sell the items.

How would i make it so the spec_buyer ignores the objects value and buys from the current market price.
How would i make a simple stockmarket that has low an high price ceilings with prices going up at some % if it hasnt been traded for x amount of time and down by some % if it is sold often. There are many other questions i can think of but i will leave them for latter discussion.

For that matter is there anything around like this in any available codebase so that i can look and see how its been done before.

Man this is starting to be scattered, there is likely to be about 50 different resources to contend with which is prolly very important to know.

All discussion on this topic would be greatly apresiated.

Just a guy having a bit of fun. Nothing more, nothing less, I do not need I WIN to feel validated.
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Posted by David Haley   USA  (3,881 posts)  Bio
Date Reply #1 on Fri 23 Jan 2004 08:24 AM (UTC)
Message
What you are talking about is the subject matter of a whole new game in and of itself.

Not to be pessimistic about it, but unless you're a darn good coder and have lots of time to design this, you may want to tackle easier problems.

Note that most of what you discuss hasn't been done before, not even in professional games I think. That should get you thinking a bit on just how difficult this really is. :)

David Haley aka Ksilyan
Head Programmer,
Legends of the Darkstone

http://david.the-haleys.org
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Posted by Greven   Canada  (835 posts)  Bio
Date Reply #2 on Fri 23 Jan 2004 08:29 AM (UTC)

Amended on Fri 23 Jan 2004 08:33 AM (UTC) by Greven

Message
Well, I can think of several things to reference this. First, regarding no more flags: If your using smaug 1.4, then it should have the xflags system, and that should let you have more than 32. A spec_fun is kind of a waste, I would think.

You can check the shop code to see how to make the investment system similiar to that in functionality(commands and such).

There is a snippet on kyndig for planetary imports/exports for SWR that could be ported very easily. There are also several option, including 2 mob variables, using arrays to store buy/sell prices, if you wanna have them saved on each individual mob, or possibly set up another .dat file in your system directory if you want the saved prices to save across copyovers/crashes.

The supply/demand could also fairly easily be incorporated as an update. Update.c is the easiest place to check. You could include it into the general mob update, or write another one.

Another option: INVESTMENT_DATA, with fields like min/max, base cost that is affected by the supply/demand modifier, and supply rate, if your going to maybe incorporate it so that some players could by the items, perhaps like dwarven blacksmiths using mithril to make chain mail(heh).

Hope that help with some ideas and methods that you might try. (Ksilyan, your too fast for me, got your post in before me! And I'm using the Kyndig system to make a simple fluctuating economy, with my modifications allowing automated varying prices on imports/export based on the amount that is produced/consumed by the planet, as well as how much of the material is imported/exported by players.)

Nobody ever expects the spanish inquisition!

darkwarriors.net:4848
http://darkwarriors.net
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Posted by Robert Powell   Australia  (367 posts)  Bio
Date Reply #3 on Sat 24 Jan 2004 04:12 AM (UTC)

Amended on Sat 24 Jan 2004 04:18 AM (UTC) by Robert Powell

Message
I dont think it would involve a total re-write of the complete game, but i do agree that you would need to be a semi proficient programmer to be able to undertake this. I have seen this type of setup a long time ago on a mud called CORE2026 i think it was a mudos, where you were a miner and to get money you had to mine ore sell it to the company and they gave you cash and stock options that could be traded on the open market.

At present within my game to earn good amounts of gold you need to mine ore's or harvest crops and sell them to various mobiles within the game, what i want to do is be able to track how much has been sold and vary the price acordingly.

I was going to keep it very very simple to start with, in that it doesnt have to persist over re-boots, that it exists within the current in game systems, each item has a set value that can vary 25% either side for its ceiling high and ceiling low. Where it drops the sell price by .05% per sale and raises the price by .02% per 2 hours of mud time.

I know that this is way over my head if i was going to try and do everything that i hope this would eventually become, but i think with some good tips and a little guidence i could get the varing sale price working then start to look at a full redesign of the whole economy system with in the mud. HEHE

I will look into those snips on kyndig and see what i can come up with from that. your idea on the INVESTMENT_DATA is sort of how i was thinking of doing this stage.

I would welcome more discussion on this topic from anyone who is interested, thanks heaps.

Just a guy having a bit of fun. Nothing more, nothing less, I do not need I WIN to feel validated.
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Posted by Greven   Canada  (835 posts)  Bio
Date Reply #4 on Sat 24 Jan 2004 03:44 PM (UTC)
Message
Being a coding forums, this might not be the best place to further discuss design options, but if you'd like feel free to email me, and I'll help you out as I can.

Nobody ever expects the spanish inquisition!

darkwarriors.net:4848
http://darkwarriors.net
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Posted by Nick Cash   USA  (626 posts)  Bio
Date Reply #5 on Sun 25 Jan 2004 05:31 AM (UTC)
Message
Quote:

Note that most of what you discuss hasn't been done before, not even in professional games I think.


Very true this will be a difficult task, however, I think a very good example of a professional game with a system similar to this is Final Fantasy XI. Now, I know your game will hardly beas complex as FFXI, but if you have ever played it then it can give some good examples of how it would work. The game allows you to harvest wood, mine ore, and sell stuff. However, the system your talking about is a bit different, seeing how the selling system of FFXI is really an auction system between players. Either way, just thought I'd tell you that you could look at the FFXI auction house system for some ideas. You can also e-mail me for any help, though Greven is most likely better for the tasking since I think he is a better coder then I am.

Sorry for wasting a post on some pointless ramble. :)

~Nick Cash
http://www.nick-cash.com
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