This week we implemented the first batch of new shops that adhere to the new economy formulas discussed here: Economy Update Manifesto where skills were seperated into gathering, processing, combat and artisan, with gathering making the most early, processing mid & late, artisan late game whilst losing money early game.
With the expected value that we expect players to earn, we also added modifiers to shops themselves where:
- If the NPC consumes that material, for example blacksmith consumes ores and fuels, the price modifier will be higher
- If the NPC produces the material, the amount they are willing to pay for it are less
- If the NPC is a merchant and deals in that particular good, there will just be light buy/sell margins that the merchant profits form
Here are screenshots of batch one of the new shops, blacksmith now buys ores, fuel and sells ingots as well as tools.
The fishmonger has turned into a fish merchant (new skin too) who buys a wide variety of fish and fishcrates (we also implemented crayfish, a new fishing method and also crayfish recipes).
And of course, everyone's favourite NPC the Quartermaster has recieved a full shop revamp, he now buys a wide variety of food and equipment that militia uses. Next weekend we will further expand his shop to buy equipment for militia who use ranged weapons.
The prices of weapons and armours are a good example of how much money artisan skills such as weaponsmithing and armoursmithing loses early game, you would be literally burning money to level it with a high opportunity cost, but definitely worthwhile in the long run!
We'll be balancing combat and the prices of the various carcasses and also humanoid NPC drops this coming week, batch two of new shops will include:
General Store, Vegetable Stall, Barmaid, Butcher and Pelt Trader.