NPC Shopping

The place to request or suggest new ideas and features.
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Laurient
Posts: 65
Joined: Tue Jan 16, 2018 10:19 pm

Fri Apr 27, 2018 8:15 pm

Could it be possible to for the npc when shopping, to know what they want to buy ?
Like instead of current goal: "Shopping", we could see "Shopping for food", "shopping for material", "Shopping for medical", ...

swillo
Posts: 1236
Joined: Tue May 12, 2015 2:00 pm

Mon May 07, 2018 2:54 pm

Actually I would just like them to have their money reset the next morning.
Currently they will only buy something once and then they don't have enough money to very buy stuff again so they just stand there.
It would be nice if they bought something and then over the evening they would use it up and have more money to come back the next day. That would make town life shops a viable option.

Papanikolis9
Posts: 1
Joined: Sun May 13, 2018 12:02 am

Sun May 13, 2018 12:10 am

For me I believe that they should buy whatever you put inside the shop counter. I don't want to sell them only bread and stuff like that. They should add some mechanics. First of all add to name your building like Armoury or weaponsmith and whatever you place inside they should buy it if they need it. Also they should add more merchants to come and buy because one each time it's too slow. Imagine it like real-life. When you go to store there is not only one costumer. There are many. You want to add it with reputation and when you level it up you will have more merchants? That will be more lovely for me. Make it more like real-life. The game can be one of the best but it still needs some work to these. And it's sad that haven't seen something like this in last updates.

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Hatsune_Neko
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Sun May 13, 2018 4:08 am

Shop counters are not ment to be your primary source of income.
Not to mention npcs do not carry that much money around.

Which is by design by the Dev's.

It also forces you out of your outpost to sell your items in one of the many ways the Dev's try to prevent players from turtling up inside their bases.
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Vandala
Posts: 265
Joined: Thu Dec 07, 2017 2:38 pm

Sun May 13, 2018 8:26 pm

Hatsune_Neko wrote:
Sun May 13, 2018 4:08 am
Shop counters are not ment to be your primary source of income.
Not to mention npcs do not carry that much money around.

Which is by design by the Dev's.

It also forces you out of your outpost to sell your items in one of the many ways the Dev's try to prevent players from turtling up inside their bases.
Even so, it would be nice if there was a sense of progression or accomplishment for being a succesful trade post. Perhaps our settlement/establishment could see increased trader visits from neighbouring factions that you are on good terms with, or are allied with, or continue to have succesful trade deals with. Or maybe a way to influence the wealth of the general populace in a city so they have more spending money?

thedr4gon
Posts: 18
Joined: Mon May 07, 2018 3:31 pm

Mon May 14, 2018 2:10 am

if you could have physical money, you could do reverse thievery, or the "tooth fairy" and break in their houses to leave money in their pockets :D (without taking their teeth though) but that wouldnt be that useful when they bring you your own money and "buy" stuff :D

once a random npc started patrolling my town without asking or demanding something, and did a pretty decent job fending off unwanted guests. sadly he got butchered and lost a leg and with it his will to live. he would just lie there and do nothing at all even when i healed him and put him in one of my beds, so i thought i can repay him by giving him a leg. i didnt even know if it would work, but it did. but did he thank for it? NO! not even a comment. that was my biggest disappointment so far :D i hope after the 1.0, devs go deeper into A.I. details and make them more reactional and more alive. i wish i could interact with the wandering shinobi and such, because they are pretty cool too. but im drifting away.

there is still not that much dynamic economy going on, as i can see, none at all. the shops and sales people seem to reset and randomize their rooster, no goods come or go anywhere really, and prices are kinda luck based. correct me if im wrong, though it would need some kind of map wide stock market to see supply and demand to eventually build a trade empire to concur the traders guild. it would add a 2x playability though, when the only way to dominate the world is not only by killing everybody. though my hopes are devs are on it with the diplomacy stuff and such.

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