This will not allow newbies and every run of player to build his own shop. And every shop that goes inactive for more then 3+ months or so, can be disabled. As in..imms erase it until the player running it comes back from inactivity.
Game Vices and Rectification, and Ideas
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Guest
Make shops harder to 'establish' say you need a sum of 3k before you can open up your own shop, and you have to buy that one room for your shop for 3k..the larger the shop, the more money you have to spend. Of course atm..3k is easy to get, but once money gets some value, it wont be 
This will not allow newbies and every run of player to build his own shop. And every shop that goes inactive for more then 3+ months or so, can be disabled. As in..imms erase it until the player running it comes back from inactivity.
This will not allow newbies and every run of player to build his own shop. And every shop that goes inactive for more then 3+ months or so, can be disabled. As in..imms erase it until the player running it comes back from inactivity.
A Room in the Miscellaneous Sector
[ Exits: e ]
A large wagon is here, Adventures emporium
[ Exits: e ]
A large wagon is here, Adventures emporium
HP:1043/1043 M:556/556 MV:760/781 tnl:2036735lis
+----------------------------BOOTH CONTENTS----------------------------+
| NUMBER NAME COST LEVEL |
| 1 white ward torque of the wizard 200000 34 |
| 2 a huge crab's shell 50000 54 |
| 3 a bleeding ring 100000 35 |
| 4 a slimey swamp club 50000 52 |
| 5 a scroll of grub 100000 1 |
+----------------------------------------------------------------------+
HP:1043/1043 M:556/556 MV:781/781 tnl:2036735booth
Commands available to you:
booth add <item> <cost>
booth price <item> <cost>
booth remove <item>
booth cashout
booth expand <amount>
booth rename <description>
booth list
booth view <item>
HP:1043/1043 M:556/556 MV:781/781 tnl:2036735booth help
You can only sell items for positive costs.
HP:1043/1043 M:556/556 MV:781/781 tnl:2036735help booth
"MERCHANT BOOTHS" BOOTHS
Merchant booths are portable, player-owned shops. If you own a booth, you
can place your items up on it for sale. The booth will save across reboots
and crashes, and will even stay when you are offline! They provide you with
a medium for making some cash, especially if you are a blacksmith or enchanter.
You can pull your booth around, if you are unhappy with its location.
A basic merchant booth costs 250k, and will be able to hold 10 items. You
can get a larger booth (20 items) for 500k, or a huge booth (30 items) for
750k. If you have bought a booth and would like to expand its capacity by
one item, you can do so for the fee of 100k. You must speak to an immortal
to get your first booth, but resizing it can be done with the booth expand
command.
booth expand <amount> increases the number of items your booth holds
booth rename <description> changes the room description of your booth
For shoppers:
booth buy <item> purchase an item from a booth
For everyone:
booth list lists items the booth has for sale
booth view <item> informs you about an item's properties
this is a log from their mud.
I know exactly what you mean. For some reason, I just used to love it when I had a full set, it just felt awesome. If you had a rare or unique, it was even better. Here, however, I never get that feeling. Getting a full dodge set or a full abs set is easy. When new equipment gets imped, can we make some good descriptions for it? I, and Im sure many others, would not hesitate to help out to get pimp looking clan gear.Primal wrote: One of the best feelings back in wotmud was just having a nice set, with full clan gear, just to look at, not because it made you imposs to kill.
I hope that when new eq is created the difference between the worst and the best sets are minor, and if any rewards are added in these do not have any real effect on pk but rather will just be things to give you a nice glow inside.
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Guest
Would like to see clan trinkets re-imped, but the way it was the 2nd time around. With 2 clan trinkets. As well as more diversity in weapons. Now you either have bash weapon, or defense weapons. And generally they all bash, even staffs. Weave diversity would be nice, as always. Shops should be some sort of merchant clan type thing. Travelling merchants sold stuff, that was really about all. And again, for shops, economy needs to be diversified first. Coding wise, would love to see skills actually fail according to the % pracced. Maybe some class bonuses as well.