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Trader System #8
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General setup@phumberdroz and I discussed that we very much like the idea of an MMO-like trader interaction GUI and process. We could utilize the inventory menu and fill the left side with a custom layout. I would think that the same system can be used for "general vendors" that sell food and drinks. And traders that only buy stuff but do not sell anything maybe just have no sell tab? Dynamic pricingThe first step is going to be to have static pricing. But the script and config setup must be designed in a way that allows the pricing provider to be switched out transparently. We could then later add a dynamic model calculated on the server based on demand and supply, or connect an external market price web API once the HTTP client is fixed by BI. Player tradingWe should encourage RP interaction by giving the option for players to trade directly with others. Those trades can take place over the vanilla inventory system and vehicles or other storage as exchange containers. Prices could be configured in a way that selling it to other players that need the item benefits both more than each trading with an NPC. But this is probably going to be a separate topic in the near future. I just wanted to say that I don't think we need any player-to-player trading system for now, and only player-to-NPC. |
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Great stuff @salutesh I think each item also has a item description that could potentially be displayed? Other then that, it would be great to optimise the interface for speed (I have always hated spending time in the UI rather then properly In-Game). One way you could do that is by using multiple buttons that allow you to quickly buy different quantities. An example of this could be to have a +1, +5 and +10 button that adds that to the quantity. This would make it easy for people to quickly buy large or small specic quantities. Another example, maybe in combination with the above would be to have a text field in quantity that you could manipulate directly aswell. For selling, you should be able to one click sell all of an item and it will do that. That's a few ideas for now, love that work is already being done on this @salutesh |
I have started a concept on a shop menu too, I will send you some pictures tomorrow. Just something I already mentioned before: Keep the console/controller players in mind! Things like text fields might not be the best solution for using with a controller.
I also thought of something like that, but we need to decide if we then want to make sure we always get stacks that fit that system, because if you need to click all three buttons 6 times we rather do it with just a one button. What we definetly need is the "max amount" function, especially for selling stuff you mined ect. My idea was that if you go up/to the left with the arrow from 1, you automatically get the max amount you have. |
I like the overall concept and design. In my version i started with the selling part and how to bring the inventory and the players items into this whole concept and use it for a fluent experience when interacting with the menu. I would suggest that we bring our ideas together and work a concept out that fits to the required needs that @Arkensor posted. |
Player Driven Economy would be a cool addition to bring into the trader system, notice Here you see the #/X that X could be optionally changed to only be able to sell as much as is bought by the trader. I imagine the prices would adjust based on scarcity to a max / min value per item. |
The quick item shop via 3d actions is an early variant that is still going to be be a nice addition once I had time to take care of a proper trader menu. In the long term there needs to be a UI to buy and sell, see prices, buy back, having a search if there are many items on e.g. a general store. So no this is still relevant. |
Summarize your proposal
A generic system to buy and sell items in an interaction with an NPC or object
Describe the solution you'd like
It should be a generic system that can be used for NPC traders.
The goal is to use it in most of the farming routes and NPC shops
The items and the prices should be configurable with a config
In the future, an external connection for a dynamic system should be considered when implementing the system
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