value check for items listed in #RESETS section

For builders to discuss and ask building questions.
Post Reply
User avatar
Kelemvor
Sword Grand Master
Sword Grand Master
Posts: 2295
Joined: Mon Apr 11, 2005 6:14 pm
Location: The Fugue Plain within the Crystal Spire

value check for items listed in #RESETS section

Post by Kelemvor » Mon Jun 11, 2007 11:26 am

Code: Select all

M 0 QQ03 1 QQ04 ; Hog the merchant at the trading post Greenest
 E 0 8429 50 WEAR_BODY ; brigandine armour on Hog Greenest
 E 0 8016 50 WEAR_LEGS ; calf hide breeches on Hog Greenest
  G 0 8547 20 ; lantern sold at Trading Post Greenest
  G 0 8033 20 ; waterskin sold at Trading Post Greenest
  G 0 8034 20 ; travellers cloak sold at Trading Post Greenest
  G 0 8429 20 ; brigandine armour sold at Trading Post Greenest
  G 0 QQ01 20 ; bedroll sold at Trading Post Greenest
  G 0 QQ02 20 ; compass sold at Trading Post Greenest
  G 0 QQ03 20 ; grappling hook sold at Trading Post Greenest
  G 0 8032 100 ; rations sold at Trading Post Greenest
When equipping or selling items, we note a value against which the amount in game is checked. The higher that value, the more can be sold or the more likely the mob will equip it to wear.

Can anyone tell me what the convention is for these values? Are the values I have guessed at above reasonable or not? What levels do other builders set theirs at?
...never send to know for whom the bell tolls,
it tolls for thee.
Solaghar
Staff
Staff
Posts: 1283
Joined: Sun Nov 16, 2003 8:33 am
Location: Menzoberranzan

Post by Solaghar » Mon Jun 11, 2007 12:31 pm

It tends to depend entirely on the area and the purpose of the mobs. It's not that the more likely the the mob is to equip it, but the simple fact that if there are more than the number you've put there on the game, whether sold at other stores, carried in anyone's inventory, etc at any one time, it simply won't be available in your shop or it won't load for your mob to wear.

Now as you're creating a merchant who hopefully isn't someone that players will be killing, in theory his reset values shouldn't need to be that high. But also you should note that you're selling in this shop, very standard gear which is available at numerous shops everywhere in the game, so those values should be suitably high to ensure they show up there. More than 20 waterskins for instance, will most likely be in the game at any moment so you'd probably do well to set that value higher if you want people to be able to purchase them there.

The grappling hook, bedroll, compass you sell are your own creations and wouldn't be available anywhere else obviously, so however many reset values you have there is how many you think should be available in the game at any time. If you see no reason to make these things rare, then set the value higher than 20 to something like 50 or 100. At 100 with an item like that, you'd most likely never run out, but as these goods aren't things people would tend to hoard nor do they have a particularly tangible benefit outside of RP use, there's no reason to make them scarce.

For mobs who will be killed who have equipment like armor or weapons, especially valuable equipment, you might want to insert programs which will most of the time destroy the goods so that people can't simply use them as money machines, or change the values of the goods themselves to reflect a lower value. For instance in a 50 room fighter's guild in Skullport, I had the value for weapons resets set at 50. So after there are 50 of those weapons dropped, the mobs will no longer be equipped with weapons and will be much easier for people to kill, while giving the exact same amount of exp. So this is something you need to watch for, the difficulty of mobs with equipment and especially weapons is much higher than for those without, so think of how difficult you want the areas to be when you do the resets for mobs, and how rare yo uwant the items to be when you do resets for shops.
Dalvyn
Sword Grand Master
Sword Grand Master
Posts: 4708
Joined: Tue Jul 15, 2003 9:26 pm
Location: House of Wonder, Waterdeep

Post by Dalvyn » Mon Jun 11, 2007 4:16 pm

Shopkeeper mobs automatically junk their inventory if they are killed repeatedly (at least, that's what I have been told, I have never checked). The first time they are killed by a character, they drop their inventory, but the following times, they junk it.

That means that you can go quite high on the reset amount. The rule of thumb is: if the item is common and would be commonly available, you can go very high (300 or so); if they item takes a lot of time to craft or is especially powerful, then it's better to keep the reset lower (10-20). If you use items from Waterdeep, it's better to set them to high resets, or even very high resets (300+, you can even go as high as 600-1000 for very common objects like travelling rations).
User avatar
Kelemvor
Sword Grand Master
Sword Grand Master
Posts: 2295
Joined: Mon Apr 11, 2005 6:14 pm
Location: The Fugue Plain within the Crystal Spire

Post by Kelemvor » Mon Jun 11, 2007 8:50 pm

Thanks for the input guys

Guess I'll increase all of mine by a factor of 5 then :)
...never send to know for whom the bell tolls,
it tolls for thee.
Post Reply