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bartillo
11-18-2009, 21:30
well on the new darkfall twitter page: http://twitter.com/darkfallmmorpg

it says this: Working on the trade route logic, one of Darkfall's 'Conquer the Seas' new expansion features.


Now if there are going to be trade routes and caravaning in the expansion how will this work?
I mean in full local banking it would just like eve, hauling items around and transporting goods between various towns and such. Very exciting and thrilling full of risk but trade routes add dynamic to the world.

Now darkfall still has full local banking except for the local bank that will be in your house.

So any ideas? how will trade routes work?

lanigav
11-18-2009, 21:36
Either there will be FULL local banking or no one will ever use caravans, ships, etc... plain and simple. I really hate to say it but the whole system is a complete failure until then.

Bored
11-18-2009, 21:43
Ya, I'm excited for caravans but don't see how they will be used without local banking.

BTW, it seems you do know what Trade Route Logic is, just asking how caravans works. Just in case you don't know it's calculating routes and shit like that.

bartillo
11-18-2009, 21:43
Either there will be FULL local banking or no one will ever use caravans, ships, etc... plain and simple. I really hate to say it but the whole system is a complete failure until then.

Something I was thinking about was maybe all ships will have local banks.. so basically ships would be moving local banks and bigger ships can hold more while smaller ones have a stricter weight limit.
And if ships where cheaper, cannon damage increase, and ships moved much faster I think a lot of people would love a moving local bank.

lanigav
11-18-2009, 21:44
I doubt it is calculating routes, the game uses little to no AI of that sort. I'm sure it is along the lines of weighing risk vs reward... stuff like speed of the caravan mount, its health, how much it can carry, what happens if it is attacked, how much damage if any can it do....

Bored
11-18-2009, 21:48
I doubt it is calculating routes, the game uses little to no AI of that sort. I'm sure it is along the lines of weighing risk vs reward... stuff like speed of the caravan mount, its health, how much it can carry, what happens if it is attacked, how much damage if any can it do....
Anything that moves in non-predetermined routes uses that stuff. IE all mobs. For the caravan to move from one place to another it needs to know how to get there.

Wizard123
11-18-2009, 22:04
Could be like Silkroad , you buy goods from NPC vendor at some price , you travel with caravan to other NPC , while protecting caravan from mobs/other players , and then sell goods to the other NPC vendor with some profit.

bartillo
11-18-2009, 22:29
Could be like Silkroad , you buy goods from NPC vendor at some price , you travel with caravan to other NPC , while protecting caravan from mobs/other players , and then sell goods to the other NPC vendor with some profit.

oh ya then DFO will have no economy lol, everyone will just travel to the vendor that gives the most money and avoid players all together. Also couldnt you just go to where ever the vendor is and withdraw your goods from the bank and sell them? why caravan all that way?

Eh there has to be real incentives for trade routes and i dont see them. maybe AV knows something we dont O.o

I wish full local banking was in D:

dranael
11-18-2009, 22:37
oh ya then DFO will have no economy lol, everyone will just travel to the vendor that gives the most money and avoid players all together. Also couldnt you just go to where ever the vendor is and withdraw your goods from the bank and sell them? why caravan all that way?

Eh there has to be real incentives for trade routes and i dont see them. maybe AV knows something we dont O.o

I wish full local banking was in D:

Because it would be a new item that has no purpose other than to trade. Like Fine Mirdain Bows (Would really just be a large crate of packed bows). These items could be non transferable trough banks and sell for higher price in human lands. You would have to ship them in bulk, requiring a caravan to move them.

If somone attacks you they can complete the cravan.

xerian
11-18-2009, 23:09
Caravans could be some kind of repeatable quest, you get "some gold + items" to protect a caravan from 1 to another city. Would ofcause have to cost some gold to make them do it, so that there is risk. someone kill your caravan, they get the gold you gave to make it start.

goranga
11-18-2009, 23:26
What I think this might mean is that you can link "local banks" by regularly running caravans along the "trade routes" between them.

Currently you can deposit items & gold in Sang @ Human lands and withdraw them out in Chary @ Elf lands.

Perhaps this new system will allow you to do the same thing if caravans are successfully running between the 2 cities on a regular basis.


Its interesting to note that AV's way of introducing new features is to take them away, the reintroduce them with a price. ex. jump shooting/casting.

OM NOM NOM
11-19-2009, 00:06
well on the new darkfall twitter page: http://twitter.com/darkfallmmorpg

it says this: Working on the trade route logic, one of Darkfall's 'Conquer the Seas' new expansion features.


Now if there are going to be trade routes and caravaning in the expansion how will this work?
I mean in full local banking it would just like eve, hauling items around and transporting goods between various towns and such. Very exciting and thrilling full of risk but trade routes add dynamic to the world.

Now darkfall still has full local banking except for the local bank that will be in your house.

So any ideas? how will trade routes work?

I dont have a clue on how this is gonna work, guess were just gonna have to wait and see.

Ymgarl
11-19-2009, 00:18
Given that the name of the expansion is "Conquer the seas" could it not be possible that there could be plunderable NPC trading ships - this would be pretty awesome, as it would make ships useable in PvE - and would lead to more PVP on ships.

DeManiac
11-19-2009, 00:40
If they added quests to all villages, where they asked for materials of the type they don't have, but sell others(not so cheap).
Then moving to villages and selling to NPCs is a viable choice, also you could get currency in other then money, transferring from one to another, for example.

A mining or logging village, would require food, fish, potatoes carrots and meat would be possible to sell there, for 3 fish, you would get 5 iron, now that might not be the best of example but I think you get the idea.

Then finding the right villages to move to to trade to get items would be a viable income.
Traveling between these would be risky, so fish one night, you trade the fish for iron, trade it back to fish at another village and move between them and get a whole bunch, but they have a certain stock / day.

So say you can only trade a certain amount / hour, similar to the income to the clans holding the villages get their income each hour.

So a fish village would get 100 fish / hour.

The you can travel with 75 Iron and get 100 Fish.

Move to the Iron village, and get 133 Iron for that fish.

A 33% increase ratio if you move to the right village, but then again not all villages give the best, they should be furthest away from eachother to do so.


But limited to 100 / h, a stacking value until reset where it goes back to 0.



Buying would still be impossible, only trading, othervice economy would be thrown out of the window.
Buying could be possible, but at insane price, what that would be, I dunno, it's easier to not sell just trade.

bartillo
11-19-2009, 06:39
if the devs really want caravans and trade routes they should just do full local banking and stricter weight limits requiring you to use ships and wagons/pack mules for transporting goods

Nitsua185
11-19-2009, 07:25
You guys are fucking idiots if you actually think AV is going to do something with caravans without giving an incentive to use them. Give them more credit than that.

colby42
11-19-2009, 11:50
You guys are fucking idiots if you actually think AV is going to do something with caravans without giving an incentive to use them. Give them more credit than that.

its hard to tell if you're being sarcastic over the internet.

if not....




































BWHWAHAHAHAHAHHAHA

saz
11-19-2009, 12:32
i think trading routes using caravans, pack mules and even ships would be a great idea, (if we had local banking)

bartillo
11-19-2009, 22:42
i think trading routes using caravans, pack mules and even ships would be a great idea, (if we had local banking)

hopefully full local one day D:

even regional world work, wed still have trade routes

Aerias
11-20-2009, 13:36
hopefully full local one day D:

even regional world work, wed still have trade routes

Regional banks would be the next logical step after the limited local they've got planned at the moment.

Dark Hero
11-20-2009, 20:57
My guess would be that the little event the GM's held was actually a simple beta test on caravans. You see, the Caravan probably isn't for the players loot, but it is NPC's moving stuff around. And to begin a caravan, a group of say, 7 or 8 people have to begiin the quest, which promotes partying and a better community, then the caravan sets off and that group must attempt to protect the caravan on it's way to it's destination. If they succeed, they probably get phat loot, if they don't whoever destroys the caravan probably does.

Just a theory.

Signus
11-21-2009, 00:54
Either there will be FULL local banking or no one will ever use caravans, ships, etc... plain and simple. I really hate to say it but the whole system is a complete failure until then.

There's more than one use for a caravan. We know very little about what they're doing. It could be that NPC caravans roam the world now and then, and you can escort them, or kill them, for cash. Doesn't have to be complicated.

Aerias
11-21-2009, 14:58
There's more than one use for a caravan. We know very little about what they're doing. It could be that NPC caravans roam the world now and then, and you can escort them, or kill them, for cash. Doesn't have to be complicated.

That is a good idea. The only problem is zerg guilds making any feature like that pointless.

Lutzen
11-23-2009, 13:25
Full local banking ploX. And clanbank should be restricted for clanmembers only.

Aerias
11-23-2009, 16:10
Full local banking ploX. And clanbank should be restricted for clanmembers only.

Clanbanks should be local and restricted to members only.