Naelynn Posted September 4, 2019 Posted September 4, 2019 (edited) Hello, this thread is meant to be used to discuss and documents things that should be adjusted in merchant code. Feedback is more than welcome in comments, I'm following the thread and will read all posts. If a suggestion will have good reason behind it, I'll put it on the list and code it when I have time. Please check if your suggested changes are in any of the lists. Thank you very much! To be done: Spoiler - Refactor gun merchants [ Currently there is: Bullet, Energy, Raider gun merchants + some unique traders sell ranged weapons. ] - I'd like to change the stores to have more 'target audience' thing in mind. Instead of 'Bullet merchant' we could have 'security' merchant who sells things that would be something a security officer would have + some extra bits that a sec. officer could want for normal duty. Then add military surplus guy who sells automated shotguns and rifles etc. etc. etc. instead of rolling all the stuff into one and making the merchant unreliable to buy from. - Remove armor merchants. Split their stock appropriately into refactored gun merchants. - Increase the spawn rate of traders and increase the max amount of traders - This is necessary step because I'm planning to add more diverse things to buy from traders. Literally as it is right now, it's robots, combat tools, rigs, mining tools. That's it. [ + some food/clothing/pet stores if they spawn at round start] - If trader spawn rate will not go up, it will turn playing merchant into a hell hole because you cannot buy the things you base your merchant's style on. - Give MOST traders something to buy. - Some stores will not accept anything but money or special goods, but it feels really bad when literally the only 3 non-unique stores that buy anything at all from you are ai merchants, food merchants and mining merchants, two of which got added in my last pr. - Merchant should be encouraged to play the economy, to chase after money. Giving them more options and ways to do so should encourage this. - Remove things that are borderline impossible to trade to the traders. - There is absolutely no way that a merchant will be able to buy enough Advanced Health Scanners from research to sell to an ai trader for enough money to stock anything worthwhile. Things that are too hard to get make playing merchant frustrating. I'm not saying you shouldn't have things that are difficult to acquire, but at least don't have things that are outright impossible to get for a non-antag merchant. [A.k.a: Regulation abiding merchant] - Price unpriced items - Currently there is a obvious unintended oversight with most if not all items that are being added to game [Ex: Custom KA's] not having prices set for them in merchant list. This leads to dumbness like purchasing supermatter KA cells for 4 credits. Clearly unintended, should be fixed. - Add bulk buy button in merchant list-goods option. - Currently it's huge pain in the ass to buy 20x of something. Let's add a button that lets you buy 10x of a thing at once. - 'Premium' goods need to have their price cut significantly. - Namely rigs and Exosuits are basically impossible to acquire unless one is religiously playing merchant economy, in which case you spend 80-90% of your time on merchant base - which literally no one wants. People play on Aurora to rp, not to sit alone and press 'buy' and 'sell' button on a screen. Power creep? Yes. Makes for a better experience for pretty much everyone? Hell yes. Makes traitoring as merchant easier? Lol no, traitors can get the items stupid easy with operation funding anyway, literally won't change anything for them. - Add more diverse stores outside of combat focused ones. - One of the most critiqued change in my previous PR was moving the pet trader as a permanent store at round-start only. I'd like to keep it as permanent spawn at round start, but also add a second, travelling pet trader with more exotic stock. [Example] - I'd appreciate if people could post more traders they'd like to see here, as I'm not very good at coming up with new ideas. - Make Unique traders easier to buy from - Once again, the issue with most unique traders is that they exist solely to reward antags. These traders then cease to make sense as to why a reputable NT-approved merchant would even be dealing with scum of the galaxy [I'm looking at you SGS Severance] - There should be at least ONE way of trading with each unique trader that doesn't involve antagonistic actions - it may be difficult and hard to execute, but it HAS to exist to allow for proper immersion. We're an RP server. [This is currently only done by The Hive Store (Buys K'ois from vending machines) and Floating Rock (Buys ores which you can trade for with mining/mining ai if one spawns at round start). All other unique stores are antag exclusive and that seems horribad to me] - Remove item bloat and nonesensical items from traders and trader buy lists. - Example: Bluespace Emporium trades for STATION BLUEPRINTS, because his what_want quote says that he wants BLUE-SPACE items. Blueprints are blue, and are about space of rooms on station... It makes sense in LRP, not on Aurora. - Add racial unique traders - Each race has a lot of amazing gear that only they use, notable examples are Unathi Breacher, Vaurca Thermal Blades, Solarian Military Rigs etc. etc. However, these are either randomly spread across traders that have no business selling gear like that [Breacher can be bought from the rig vendor] or straight up not available. - Refactor Ai traders to be less 'must have or my merchant round is going to not be fun' - Ai traders are currently the lifeline of most merchant runs because their presence alone determines if you can play the economy or not. - Nerf ai traders potential to obliterate the economy [I'm looking at you, Tritium Ingots] - Make their variants more common - Completely rework Vox merchant - The guy's stock is LITERALLY TRASH. As in, items in the code that fall under category Trash. He also buys some of the most nonsensical items like Cyborg Mining Drills. It is a pure disaster and paints Vox as literal LRP morons who run around shitting and farting at people while screeching. Not fit for HRP server. Completed: Spoiler Will be added as things in this thread are resolved. 2019-09-10: - Fix syndicate trader 'ask cost' text string glitch - Reduced bloat in inventories of some merchants - Removed economy breaking tritium/osmium bars - Gave ability to buy things from merchant to more traders - Made Tabs/Spaces consistent in merchant code Denied: Spoiler Will be added as things in this thread are resolved, along with justification as to why it was denied. If someone will make a good point for inclusion of a denied change, it will be reconsidered and may be implemented. Once again, please use this thread to post feedback and/or suggestions to merchant code [ The computer software that lets you trade with traders. Not the base itself ]. Thank you very much Edited September 22, 2019 by Naelynn
Naelynn Posted September 25, 2019 Author Posted September 25, 2019 Dropping this, taking a break from ss13.
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