That's why I liked the market centrer of Rivertown. Had a transporter near by but the stuff selling there became absolute a bit fast. With that system I would still get items worth buying.

Also it's not that hard to write into code. In the dB just add a field that gives a value to a certain item and an integer in the save game that says at what level the current shops are at.

Maybe some items of a region (the most powerful ones) only become available in other shops when you're discover 2 more shops (to make the player it worth wild just to walk that extra mile). Also you could use it in a skill capacity. the traders tongue would not only reduce prices but also speed up the distribution process of a new discovered shop

example:
5 days after the discovery of a shop items begin appearing in other shops.
With traders tongue it only takes 2 days and the quality of items that the others shop get is higher. When traders tongue is maxed out shops get new stuff instantaneous and also the best stuff the new shop had to offer, this means that the player can buy any item at any shop. (well limited in number of items a shop can only have 30 items but the random generation of the shopitems uses all items while a player with lower traders tounge leave some of the "super" items (like lightning damage +25 sword) out when items are generated in a shop)

this is getting complex. <img src="/ubbthreads/images/graemlins/badsmile2.gif" alt="" />

But it would make the traderstounge skill worht investing in.

Yeah it would be great to have teleporters that are near shops. But don't think the teleporter have mysteriously relocated them selves in 20 years (same world same places of transporters) maybe new ones can be "discovered"

Last edited by Morbo; 30/01/05 10:34 PM.

Not in the mood for cheese?
That excuse has more holes than a slice this fine Gorgombert!