_Nightfire_
2006-07-27 21:07:50 UTC
#32304
There is a new shop that sells really sharp items in Lower Sanctuary's new market. I think the items do Massive Criticals 2. My opinion is that some of these really sharp items should be cheaper. Specifically:
Really Sharp Arrow or Bolt: Currently 257 GP for 99
Really Sharp Throwing Knives: Currently 130GP for 50
Perhaps lowering the prices to something like 60 and 40 I think would be reasonable, otherwise I simply don't see why people would pay that much for ammunition. The other items, like the really sharp short sword which sell for around 117GP are fine with me since they last forever.
Garem
2006-07-28 00:08:59 UTC
#32317
I don't remember them being that expensive, but I concur.
Oroborous
2006-07-28 00:15:09 UTC
#32318
I feel the same way about a lot of expensive stuff that no one buys.
The entire contents of the candy shop for example. Sugriam's 'gnome' items. Rhail's clothing line.
Basic rules of supply and demand, if you have a supply no one is touching that means demand is down and you need to lower prices.
Its too early to tell if people want to buy the sharpened arrows. I think they're a little too high, but they *might* start showing up in two or three character's inventories. If that happens the price is fine I'd think; but I've never seen Rhail clothing past a single belt or pair of gloves in anyone's inventory, never seen anyone with any of Sugriam's 'gnome' items.
Howland
2006-07-28 01:33:10 UTC
#32330
Most of the things mentioned are the lowest price Bioware will allow us to go. The way the engine handles item prices is incredibly aggravating. I'd be delighted if DMs could just manually set prices, but other than a conversation based store (which would be incredibly bloated and time consuming) I don't think there is.
Note that people do buy the Ghail stuff, although my main issue is I kind of do think they're not very attractive!
I know the candy (which actually is more flavor than really intended to be used), and the gnome stuff is at minimum possible price though, by and large. I'll check the Really Sharp store, however.
Oroborous
2006-07-28 01:47:51 UTC
#32332
You can easily adjust the Sell price at the candy store to be less than 100% of cost. In fact, I'm fairly certain the store can drop to a 1% sell cost and you can manually set the price to whatever you wish it to be.
The Ghail stuff is not terribly attractive. The Ghail shop itself could use a make-over with the new "season" and perhaps even some of the dyes you don't find at the tailor's shop. More of the shiny bright, good looking colors. Let the dye shop keep the "green" that is really an ugly turquoise etc.
I just double checked, set the Candy Shop's "Sell Mark Up" price to 1. This automatically sets its buy back price to 1 as well. Then select the items in the store's inventory and raise the additional cost to a suitable price.
I'd suggest
Level One spells < 75
Level Two spells < 150
Level Three spells < 500
Level Four spells < 1000
This would keep the items in roughly the same range as potions--a little more expensive over all but less than scrolls. Since they candies have better powers than potions but less utility than scrolls.
As always when I make a suggestion, I'd be happy to actually set about doing this myself if I had the blueprints or I could just walk into the store and copy the innards.
EDIT:
In fact, having looked through the toolset, I found a bunch of Ghail item ideas that I was going to send in awhile ago. I might just tidy them up and ship them over to the e-mail for you guys.
Howland
2006-07-28 02:43:37 UTC
#32338
I just double checked, set the Candy Shop's "Sell Mark Up" price to 1. This automatically sets its buy back price to 1 as well. Then select the items in the store's inventory and raise the additional cost to a suitable price.
I'm actually not an expert on how the bioware merchants work, but I just tested to confirm and it looks like when you use this method, you're then able to re-sell the cheaply bought candy for fabulously huge prices to other merchants, allowing for a rather huge potential exploit.
Is there a work around, other than making it so no store in the entire module buys anything whatsoever?
Go ahead and send the Ghail stuff in, it'd be welcome.
Professor Death
2006-07-28 03:57:36 UTC
#32355
Simple answer here is to tag the candies as stolen to prevent their sale to other merchants, although that might not work in all cases.
Could it also be possible to tag them as some sort of custom merchandise that other merchants will not purchase?
Howland
I just double checked, set the Candy Shop's "Sell Mark Up" price to 1. This automatically sets its buy back price to 1 as well. Then select the items in the store's inventory and raise the additional cost to a suitable price.
I'm actually not an expert on how the bioware merchants work, but I just tested to confirm and it looks like when you use this method, you're then able to re-sell the cheaply bought candy for fabulously huge prices to other merchants, allowing for a rather huge potential exploit.
Is there a work around, other than making it so no store in the entire module buys anything whatsoever?
Go ahead and send the Ghail stuff in, it'd be welcome.
Howland
2006-07-28 04:09:58 UTC
#32359
Items that originate in stores shouldn''t be marked as stolen (screws up pricing). Items in stores also have all variables stripped (unfortunate bioware thing). They're misc. other, which lots and lots of things are.
Oroborous
2006-07-28 10:57:34 UTC
#32417
Howland
Items that originate in stores shouldn''t be marked as stolen (screws up pricing). Items in stores also have all variables stripped (unfortunate bioware thing). They're misc. other, which lots and lots of things are.
Marking an item as stolen in a store won't screw up pricing. Marking it "Plot" will set it to zero though. You already mark your traps as stolen, and several other things that stores sell.
I just checked in the toolset and didn't notice any change at all to price when I marked items Stolen, but anytime you mark them plot the price drops to zero.
Oroborous
2006-07-28 15:39:12 UTC
#32438
Just to confirm, I tested that in the toolset. Stolen items being sold are fine. So it should work for the candy shop.