Dallane wrote:I really like the idea but I don't think it would work well with the game. Silver is already volatile as it is. With this system in the end it still comes down to silver.
The merchant would be interesting, I would love to have a actual player do this. Would be so much fun to have a wagon and ford rivers traveling around selling stuff. Removing teleports to boston would be the only way it might work sadly.
I think the seasonal stall needs to be updated more instead of another npc moving around. it seems like its more of a hassle to deal with than anything else.
It would not make any difference to the silver situation, as the gold bar already sells for 1000s to the npc stalls, turning it into coins just gives it smaller denominators. Im confident if i was to do a huge transation for 100,000silver the person would be more than happy to accept 100 gold bars as payment because at the very worse he could vendor them for 100,000silver. (being able to break the bar down into smaller amounts just makes transactions more easier as mentioned in a previous post)
The merchant is an intresting thing, it would add incentive for players to turn bars into coins.
The seasonal stall does need updating more, but the wondering merchant would forfill this roll, as it would be total potluck to the items he sells, so people who wish to sample his good must travel with a heavy purse of gold and silver bringing alot more risk vs reward to the game.
Teleportation does remove the sense of immersion from the game, however to remove such a feature at this stage of the development would be a big move down the wrong road. They would either need to sidestep it with long travel timers between speciifc locations and/or open a new server were no fast travel exists at all, however such a thing would require wild horses / horse breeding to forfill a fast travel system between locations.