Trading skill and new languages 11/07/2016 01:11 PM CST
Just an idle thought I had: it would be really cool to me if you could learn new languages at certain thresholds of Trading (maybe the same thresholds for the matching titles). I'd keep profession languages off limits for sure, and maybe limit it to four or five languages max--so a race/culture combination that only normally knows two languages can benefit more from training Trading than one that starts with three languages.

Either way, though, to me a true expert in Trading would have to be very skilled at being a "people person" and would take the time to learn another language for the sake of having an advantage in the marketplace even if nothing else.


AIM: sweetleafiara@gmail.com
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Re: Trading skill and new languages 11/09/2016 12:31 PM CST
What sort of skills would you want to see out of trading? No need to go into the mechanics of how you'd learn skill. Just curious what benefits you'd want to gain.

Languages are a tough subject, and I know it's a desired ability.



Wyrom, PM
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Re: Trading skill and new languages 11/09/2016 01:33 PM CST
Tying language to trading makes zero sense. I agree that it's a desired skill, but either add it to the mangler at a TP price, (which I know you're reluctant to do), or you have to go through the effort of making it a separate system like the guilds, forging, cobbling, etc. The former is easier though less interesting, but I think TP cost is an important stake to have in learned skills. I suppose it could be a combination of the two: spend TPs on "language" AND go to school to fulfill your long held desire to learn gnomish.

Kerl
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Re: Trading skill and new languages 11/09/2016 01:44 PM CST
I agree there should be some way to learn another Language. There should likely be some sort of cap, I suppose, as to the amount of languages you can learn perhaps? But whether this cap should be raised by skill or not is an interesting conundrum.

It's hard to picture it fitting in as an Artisan Skill - what repetitive tasks could be done to learn ranks? Besides, I'd be rather sad that my Master Forger couldn't expand his knowledge in another language due to having maxed his Artisan Skills at the moment.

I suppose it could work as a Specialization of some sort rather like the Armor/Cman/Shield skills - though this would likely tie it in with a skill to get points from, though then it returns to whether Trading skill is a good fit.

That and the decision whether the knowledge of a language should be all or nothing - IE you train in the language, you automatically can understand/speak it perfectly. Or would there be 'ranks' in which the earlier ranks you can only understand a word here and there and speak in 'broken' <language> until you've gotten all the ranks.

Either way the implementation would likely take some work to integrate.
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Re: Trading skill and new languages 11/09/2016 02:14 PM CST
Languages are clearly the domain of bards! :)

---
Rohese: "... the TownCrier (tune in if you haven’t, it’s without doubt the best thing to ever happen on LNet)
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Re: Trading skill and new languages 11/09/2016 02:14 PM CST
Ooh. Being put on the spot, but just off the top of my head, here are a few ideas:

-Unlock a few new verbs that would fit RP well when doing business or just making personal connections. These could be verbs like "Character 1 approaches character 2 with a smile, perhaps looking to start up some small talk."

-Get traders' licenses in city town halls that allow you to post business-related listings on a community bulletin board in the town's main supernode. The notices would expire and could be on an X per day or X per week cooldown... for example, tonight is guild night and I'd love to be able to post up that I'm buying certain alchemy reagents.

-Like how urchins can run and pick up items from your locker, you could hire an assistant who can go buy things for you, sell things for you, or get your boxes picked. That would be a neat tool so I don't have to interrupt my conversations in TSC, TC, etc. just to sell off junk. The assistants could even be RP tools in and of themselves if we had some options for what they look like and their demeanor, etc.

-This isn't exactly a skill idea, but a Trading category or at least an Other category in the Services list would be nice. I used to list myself as a trade specialist under Profession for lack of a better place (and yes, people really did come to me to sell their gem pouches and make an extra 20-40k real quick and split the difference), but I took that down as soon as I was able to make full chrisms and there's not really a place for it.





>Tying language to trading makes zero sense.

Oh, I didn't mean to imply that I'd make Trading skill the only way to learn a new language in case that's what you got out of my post. Actually, my main goal wasn't about new languages at all, but more to give a new perk for training Trading (which I think Wyrom picked up on) since right now that has to be the most strangely narrow skill in the game. It always seems that only crazy people like me bother to touch it before cap.



AIM: sweetleafiara@gmail.com
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Re: Trading skill and new languages 11/09/2016 02:45 PM CST
"the most strangely narrow skill in the game" -- Leafiara

My vote goes elsewhere.

Pick Pockets

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Re: Trading skill and new languages 11/09/2016 05:12 PM CST
Touché! Picking pockets might at least have more RP potential, though, since people can catch you or you can get arrested.


AIM: sweetleafiara@gmail.com
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Re: Trading skill and new languages 11/14/2016 12:58 AM CST
I still really like the idea of trading skill raising the maximum that the pawnshop, etc will pay for items.

_ _ _
Speaking bluntly to you, Auvreaian says, "Your ancestory is wishing they were Ashrim."
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Re: Trading skill and new languages 11/14/2016 05:47 AM CST
I'd like the classes of objects that can be appraised to be extended and a way to use appraisal in shops rather than needing to step outside e.g. to check the quality of a skin.
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Re: Trading skill and new languages 11/15/2016 11:33 PM CST
>Languages are a tough subject, and I know it's a desired ability.

Box office event. Pay $10, learn 1 language. I'm asking here because I'm going to keep asking every once in awhile. I'm fine for some 2 hour RP event and whatever toggle that boolean on my character for the language hoooooray! :D
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Re: Trading skill and new languages 11/16/2016 08:55 AM CST
For an ability i been begging for long before simucoin or the current pay event fad i will be very disappointed if it comes about through one of those avenues. This should be done through skills or some other training.
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Re: Trading skill and new languages 01/03/2017 11:44 AM CST
Thanks to SMR v2 and just noticing something about the training screen recently, another idea just hit me to make it more appealing to train Trading pre-cap (and post-cap, for that matter, but it's already my top priority for post-cap even in its current form).


A once-per-item open roll to haggle with a merchant, incur RT, and gain experience on a successful roll. It might even be able to swing the price a little, but I'm not concerned about that either way since it's already built in.


I noticed that several skills in that section of the manager offer ways to gain experience... Picking Locks gains experience, and of course for that you should also train Perception and Disarming Traps. Perception and Survival help with foraging, which you can gain experience from. First Aid and Survival help with skinning, which doesn't directly give experience but opens up bounties that will.

So Trading could join that list!


As for how much experience, well, it's a good question. Foraging doesn't let a person learn enough to level exclusively on that, but foraging is kind of its own reward because of bounties. On the flip side, there are people who RP dedicated locksmiths and don't hunt because opening boxes offers enough learning for it.

There's at least one person (me) and probably others who would gladly RP traders and stand there in 80 seconds of RT showing their pouch to the gem dealer for the right amount of experience.

Maybe the key is how many items you try to haggle with at once. Maybe it's just a simple 1 experience per 1 second of RT. Maybe you gain more experience and have tougher haggling rolls with more valuable items, similar to boxes.

Either way, though... just something to consider!



AIM: sweetleafiara@gmail.com
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Re: Trading skill and new languages 01/03/2017 01:34 PM CST
>I still really like the idea of trading skill raising the maximum that the pawnshop, etc will pay for items. ~BRANDTJRT

I like this idea very much as well. Each rank adding another 1k to the cap. So a max-trained character (202 ranks is top, IIRC?) could pawn an item of 237k instead of just 35k.

Wyrom, is that too unbalancing economy-wise? Heck, even 500 silvers would be better than nothing.
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Re: Trading skill and new languages 01/03/2017 01:49 PM CST
Given some of the Enhancives that I've seen recently--where they have a LoreSung value of 1.3 million, for [making this up] +9 ranks of Swimming and a +2 to a stat bonus--I'm totally alright with having Trading ranks bump up the cap value that the Pawn (and Gem, too!) shops will take....
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Re: Trading skill and new languages 01/03/2017 03:51 PM CST
The game already has a dire lack of silver sinks. Unless they added some way to remove an equal amount of silver (and provide a VALUE to that silver loss) I don't think increasing the pawnshop limit would do anything but cause even more inflation with the market.
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Re: Trading skill and new languages 01/03/2017 06:04 PM CST
Quickest option would be allowing those items to actually appear on the pawnshop and gemshop tables! Granted, it wouldn't show the properties, and it'd be kind of a grab bag, but both do charge sort of exorbitant prices already. Silver sink solved!

-james, bristenn's player


You think to yourself, "FFF-"
A giant white bunny hurls a powerful lightning bolt at you!
You evade the bolt by a hair!

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Re: Trading skill and new languages 01/03/2017 06:12 PM CST
<The game already has a dire lack of silver sinks. Unless they added some way to remove an equal amount of silver (and provide a VALUE to that silver loss) I don't think increasing the pawnshop limit would do anything but cause even more inflation with the market.>

Have the banks offer to insure deposits for 1000 silver per million per month. Characters with less then a million silvers total (across all banks) get the insurance for free. Those with more then a million must actively pay for the insurance to receive it but can buy coverage for all towns from whatever town they happen to be in and can pay for several months in advance.

Then have a quest where those that train in the Pickpocketing skill can rob the bank (preferably with a minimum of 3-4 characters needed to do the quest). Insured accounts are unaffected by the robbery but the silvers stolen are spread out among all uninsured characters. So if the robbers got away with 100,000 silvers and there were 100 uninsured accounts, 1,000 silvers would be deducted from each (numbers used are completely arbitrary and chosen for the easy math).

Lastly, implement the proposal for the Trading skill that increases the max you can get for selling expensive items to the pawn and gem shops. This way those that need/want hundreds of millions in the bank have a way to more easily recoup the cost or insurance.

You make two skills more attractive and get the needed silver sink to make the trading proposal possible without just causing inflation.

Starchitin

A severed gnomish hand crawls in on its fingertips and makes a rude gesture before quickly decaying and rotting into dust. A gust of wind quickly scatters the dust.
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Re: Trading skill and new languages 01/03/2017 09:58 PM CST
302 Trading bonus is already a swing of 25%, not counting whatever you're getting out of Influence, and that's good enough that I believe it should be in almost anyone's first three post-cap goals (if that's their only capped character, of course). And it's a very inexpensive skill on TPs too! That's why I've suggested pretty much everything except a way to make even more money... languages, advertising, experience gain, new RP verbs, runners to sell your junk for you, etc.

But if I were going to suggest a way to make more money, then here's one with much more minimal impact than increasing the promissory note limit (where I'm with Ordim... only result I could see coming from that is things like Duskruin sewers costing more):

Trading could eliminate surcharges for notes withdrawn from the bank or notes paid to you by NPCs and could mostly take away exchange rate penalties.




Since I'm me and don't want to end just with a more-money-please suggestion, though, here's yet another out of the box idea!

For X times per week depending on Trading ranks you could reserve certain common items from pawnshop and alchemist tables before they're even on the table. So if you need a glowing violet mote of essence or a gold ring or a gold wand, or whatever else, you reserve it with a full deposit and join a queue to have one delivered to you next time a player sells that item.


AIM: sweetleafiara@gmail.com
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