Want an in-game mechanism for controlling excessive supply and reviving dead content?
The overall idea is that NPC merchants in game need items to sell, so the player is tasked with bringing things to them. This skill is a contract-based skill where raw materials, crafted goods, spells, or junk are "ordered" by NPC's in various cities and the player must deliver them. These goods can be either created by the player, harvested from drops, or bought, thus creating an effective item sink as well as giving players an incentive to make uncommonly found items. This creates a demand for items of all level ranges and skills. Could be themed around Keldagrim's merchant area or something of the sort. Revives dead content.
Rewards
: Players can earn discounts on shop-stocked items in various regions/towns, earn a bonus percent on selling items to shops above High Alch value, bonuses to area-specific content in those areas, as well as a flat, persistent discount at the GE tax at max. When turning in contracts, players would receive some GE-proportional GP compensation and a tax discount for a comparable sale on the next sale. For example, if you had a contract for 50 addy plates, your next addy sale on the GE could receive a discount on the tax. This benefits both Ironmen and the non-iron accounts. Irons will benefit with better rewards from selling to shops. Regular accounts will get better return on player-based merching on the GE.
Gameplay Loop
: Players can be given various tiers of contracts, skill or resource focused, every so many hours. Think like the timers on Farming. Leveling the skill will give players access to merchants in higher tier regions which will offer them contracts. Multiple NPCs can offer contracts of different flavors (skill, resource, junk, spell tablets, etc).
11-Feb-2023 05:27:28
- Last edited on
11-Feb-2023 21:36:28
by
Macaboros