Top Mud Sites Forum Return to TopMudSites.com
Go Back   Top Mud Sites Forum > Mud Development and Administration > Advanced MUD Concepts
Click here to Register

Reply
 
Thread Tools
Old 10-09-2002, 11:55 AM   #1
snowfruit
New Member
 
Join Date: Jun 2002
Posts: 12
snowfruit is on a distinguished road
Post

The average guild on a mud I have found are: superhumanly muscled warriors, knights-in-shining-armour, priests or wizards with a library worth of spells in their heads, invisible assassins capable of sneaking up on a fly or thieves with fingers so nimble they must have at least five joints...
What I am interested in knowing, however, is are people interested in role-playing the more mundane types of trades - the tavern owner, or the merchant that sets up shop in the town square every weekend, or the blacksmith that has a special undenting service for all your armour needs?
Does this apeal to anyone, or has anyoe tried this on their mud?
snowfruit is offline   Reply With Quote
Old 10-09-2002, 01:39 PM   #2
crymerci
Member
 
Join Date: Sep 2002
Posts: 32
crymerci is on a distinguished road
Send a message via AIM to crymerci Send a message via Yahoo to crymerci
Quote:
Originally Posted by
What I am interested in knowing, however, is are people interested in role-playing the more mundane types of trades - the tavern owner, or the merchant that sets up shop in the town square every weekend, or the blacksmith that has a special undenting service for all your armour needs?
I think it depends a great deal on the atmosphere in the game. Oftentimes these types of characters are hard to find in a level-based game, because the emphasis is on 'power' of various sorts, and these types of characters are rarely powerful.
crymerci is offline   Reply With Quote
Old 10-09-2002, 02:09 PM   #3
Muerte
Member
 
Join Date: May 2002
Posts: 34
Muerte is on a distinguished road
Quote:
Originally Posted by (crymerci @ Oct. 09 2002,12:39 pm)
What I am interested in knowing, however, is are people interested in role-playing the more mundane types of trades - the tavern owner, or the merchant that sets up shop in the town square every weekend, or the blacksmith that has a special undenting service for all your armour needs?
We'll have this in our mud and I have alot of people looking forward to that kind of trade.  Shop owners, tavern owners, etc. But it will be just as hard as adventuring.

Blacksmith -> mine or buy ore, rent shop, craft items, hire salesman (since you can't watch it yourself 24/7)

Tavern owner -> buy/hunt food, rent tavern, buy/make winem, hire cook, hire bartender, hire wench, Etc.

In a mud where drink and food are required. There will be a business for it.

I've just decided to rip out class selection in character generation and have everyone start off as a peasant.  They can chose to join a "guild/class" or remain a peasont and work thier way up to nobility or riches or the like.
Muerte is offline   Reply With Quote
Old 10-10-2002, 07:34 PM   #4
Astin
Member
 
Join Date: Apr 2002
Location: United States
Posts: 46
Astin is on a distinguished road
Send a message via ICQ to Astin Send a message via AIM to Astin Send a message via Yahoo to Astin
Exclamation

There is a system on the codebase Endless is based on that allows players to create their own shop and utilize their skills to make a profit. Since we are still in development we don't have many players at a level where they would chose to do this. The below is the original help file for this system. If you are interested I will give you a list of mud running the codebase and the website where to download the codbase from.

          -- Astin


Quote:
Originally Posted by
Getting yourself an olc area
----------------------------

1. Once your application has been accepted, you will be given an area on the olc port, where you will build your shop rooms, the merchandise you will sell, and the necessary OOC tools to make your shop work (see below).

What must be built
------------------

2. The rooms that form your IC shop. There must be at least one room, like ordinary shops in Mekali and Dzagari. That room must be bought by as per help ic-house-price, meaning the you also have a right to one object and one pet (nothing like a parrot in a shop to attract customers).

3. The items that you will sell. These must be built according to help job-rules. Note that shops specialise in one product, not products of different types. Although they can sell variants of the product... ie, a bookshop cannot sell alchohol as well, but it can sell journals, magazines, newspapers etc.

4. An OOC room, where all your merchandise will be reseted, and where an assistant will be, ready to answer your call (see below).

How does the shop work
----------------------

5. In the olc port, there is an area 'Example of a Shop', open to anyone who wants to visit it. In there, there is a little shop, with one item made, and, more importantly, the mprogs you will need. Take a look at them, and create similar ones in your own shop.

6. Your assistant is a shopkeeper (remember to make him able to see the type of item you craft), who will answer your call only (the mprogs mentioned above are name-restricted). In the main port, it will be from him that you will get
your items.

Building the OOC room and your assistant
----------------------------------------

7. You need the assitant room, the mprog_mob and those mprogs in order to have the ic system working. You can customize them (description, what the assistant  says, etc) to your linking, though.

8. Items must be reseted in the assistant room.

Finishing your shop
-------------------

9. Once you are finished with it, note the coordinators, telling them you're done. Your shop will be checked and once a week (at max, less if it isnt required) it will be port over to the main port.

10. You can build more items later, as they are required. Just note us again, requesting a recheck, and report of your area.

Selling items ICly
------------------

11. Once the shop is built, it is linked to a location near one of the main cities (players can choose near which city).

12. Once in your shop, you call your assistant, and buy the items from him/her.
There are two reasons for this:
 - game balance: items can't get into the game for free;
 - rp - your char bought the materials he used from his suppliers. Since there are no built suppliers, this situation simulates that.
   
13. After you buy your items, you simply dismiss your assistant, sending him back to his ooc room. It is important that the assistant goes away, in order that no one else buy from him, and get the items you created.

14. With the items in hand, you do with them whatever you like. You can sell them for whichever price you want, or give them, or use them for rp.

Notes
-----

a: Players can have furniture in their shop, at the same prices as per help
ic-house-price.

b: The assistant is not the real shopkeeper (that's the shop owner, the char himself). He is an ooc-type of shopkeeper, whose function is to keep game balance (ie, no free level 90 swords around).

c:You do not have to pay for the supplier room.
Astin is offline   Reply With Quote
Old 10-10-2002, 09:00 PM   #5
AnnOnimous
New Member
 
Join Date: Apr 2002
Posts: 14
AnnOnimous is on a distinguished road
Code code code, is that what it's all about?

Mud I'm on has levels, but there've been several people who have set up their own shops, and more who rather than rping the warrior/knight/mage/whathaveyou, have decided to be your basic nobody. As a matter of fact, there's one group of 'kids' from a little backwoods town all between the ages of thirteen and fifteen merely rping being kids. Maybe one day they'll grow up and take over their parent's farm/inn/mill what have you, but none of this is coded. Mind you it's not the vast majority of people on the mud doing things like this, but they are out there. There's a few basic wanderers, picking up odd jobs as they explore the world not as mercenaries but as sightseers. True, you won't make an IC living doing things like this, but it sure adds to the flavor as far as I'm concerned. Rather see three people being nobodies in their own special way than one hundred being the same stereotypical mage/warrior/knight/whathaveyou.
AnnOnimous is offline   Reply With Quote
Old 10-11-2002, 11:56 AM   #6
Muerte
Member
 
Join Date: May 2002
Posts: 34
Muerte is on a distinguished road
Arrow

0 pm-->
Quote:
Originally Posted by (AnnOnimous @ Oct. 10 2002,8[img
http://www.topmudsites.com/iB_html/non-cgi/emoticons/wow.gif[/img]0 pm)]Code code code, is that what it's all about?

Mud I'm on has levels, but there've been several people who have set up their own shops, and more...
It's not what it's ALL about, it's what it can add. Whould you rather RP that you're a lumberjack or have the skills and tools to go cut down trees, use trees to build buildings, etc?

Own shops? Is that handled without code? or Do they just hold onto alot of objects and give people them when they hand them money?
Muerte is offline   Reply With Quote
Old 10-11-2002, 04:21 PM   #7
AnnOnimous
New Member
 
Join Date: Apr 2002
Posts: 14
AnnOnimous is on a distinguished road
Well, I'll admit, the only people who own shops at this time are people who have the weaponmaster skill group, who get 'mend' and 'engrave' skills, restring items that aren't flagged nonmetal and fix the same. I also seem to remember a few people who made money selling items that were just plain hard to find or get. Money's not a hard thing to come by though, so it's not as if any of these people need to 'make a living' off of it unless they're going crazy with the need to be IC, it's mostly that they've found a little niche to fill and so they do.
AnnOnimous is offline   Reply With Quote
Old 10-12-2002, 08:29 PM   #8
Muerte
Member
 
Join Date: May 2002
Posts: 34
Muerte is on a distinguished road
Arrow

Quote:
Originally Posted by (AnnOnimous @ Oct. 11 2002,3:21 pm)
Well, I'll admit, the only people who own shops at this time are people who have the weaponmaster skill group, who get 'mend' and 'engrave' skills, restring items that aren't flagged nonmetal and fix the same. I also seem to remember a few people who made money selling items that were just plain hard to find or get. Money's not a hard thing to come by though, so it's not as if any of these people need to 'make a living' off of it unless they're going crazy with the need to be IC, it's mostly that they've found a little niche to fill and so they do.
That's understandable. I plan to keep money rare for the most part. Will be a semi-hard thing to maintain, but think it'll work. With money rare and food required that should turn into a nice economy.
Muerte is offline   Reply With Quote
Old 10-13-2002, 02:24 AM   #9
Sareena
New Member
 
Join Date: Oct 2002
Posts: 3
Sareena is on a distinguished road
I would staple my tongue for the opportunity to own a tavern in a MUD.

Seriously. I would staple my tongue AND THEN soak it in lemon juice.

~SS~
Sareena is offline   Reply With Quote
Old 10-13-2002, 03:44 AM   #10
Molly
Senior Member
 
Join Date: Apr 2002
Location: Sweden
Home MUD: 4 Dimensions
Posts: 566
Molly will become famous soon enoughMolly will become famous soon enough
Quote:
Originally Posted by
There is a system on the codebase Endless is based on that allows players to create their own shop and utilize their skills to make a profit.
Astin, what you are describing is not code, it's a set of rules for how the Admins in your mud allow shops to be run. It's not coded, you just use a simple script or mob_prog to make the assistant appear and leave. This could be done in any mud, in any codebase.

There are several other ways to set up a shop. In my mud we've chosen a somewhat different system, where you buy yourself a crashproof house, set up as a shop. The backroom, where you keep your store of goods to sell,  is crashproof and can only be entered by the owner, the shop room is just an ordinary room that you use for apperances.

With this system you can sell anything that can be found on the mud in your shop, but you need of course to collect the items you sell yourself, which can be both hard and time-consuming.  With the system you describe the extra room doesn't need to be a crash-proof and you can only sell the limited number of items that have been reset on the assistant, but on the other hand there will be a limited supply of those. Both systems have their advantages, neither need any excessive code, they work on what's already in most codebases.

There are other ways too, for instance if your mud has set up a system for crafting, in which case the players that trained these crafts naturally will sell what they produce. The crafts can be anything you decide, like jeweller, weaponsmith, potion-maker, armorer, tailor etc. and the products can be simple or rather valuable, depending on how hard the craft is to learn and perform. This system probably will need some code support, but can also be worked with scripts/mobprogs. You don't even need a shop room for it, although it's always best to have one for the RP appearances.
Molly is offline   Reply With Quote
Old 10-13-2002, 12:47 PM   #11
Muerte
Member
 
Join Date: May 2002
Posts: 34
Muerte is on a distinguished road
Quote:
Originally Posted by (Sareena @ Oct. 13 2002,01:24 am)
I would staple my tongue for the opportunity to own a tavern in a MUD.

Seriously.  I would staple my tongue AND THEN soak it in lemon juice.
In 6 months - 1 year. When I open up the RP and farming and stuff. I'll take you up on that, I've always enjoy'd screams of agony.

Tavern owning isn't gonna be easy. Have to get the food (hunting, farming, baking), drink goods (grapes, ale, barley, mead), either by doing it yourself, or having others do it for you.

Then there's also staff, barmaid, bartender, cook. Can't do it ALL yourself.

But in order to do it on my mud, you either have to be there already, hanging out while we develop (to be a starting tavern owner) or make enough gold to build one (will cost a good arm and a foot), when it comes time to open.
Muerte is offline   Reply With Quote
Old 10-13-2002, 12:55 PM   #12
Muerte
Member
 
Join Date: May 2002
Posts: 34
Muerte is on a distinguished road
Quote:
Originally Posted by (Molly O'Hara @ Oct. 13 2002,02:44 am)
Quote:
Originally Posted by
There are several other ways to set up a shop. In my mud we've chosen a somewhat different system, where you buy yourself a crashproof house, set up as a shop. The backroom, where you keep your store of goods to sell,  is crashproof and can only be entered by the owner, the shop room is just an ordinary room that you use for apperances.
This is kinda like what we have in mind. A shop will be 2 rooms (maybe more). 1 shopfront, 1 storage room. But unlike yours ours won't be crashproof. They WILL be robbable. When the owner drops items off in the storage room, he sets the value on it.

Then you can pay for a shopkeeper, and set it on hours like how they kinda work now. Or only work it while you are there, then you can do barters. There'll be a whole lot going into things like this (I guess that's why my mud is taking so long hehe)
Muerte is offline   Reply With Quote
Reply


Thread Tools


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off

All times are GMT -4. The time now is 11:38 PM.


Powered by vBulletin® Version 3.6.7
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.
Style based on a design by Essilor
Copyright Top Mud Sites.com 2014