More simple for you would be much harder for me! :P
The problem with the first two rules is it would be really easy for a Server OP to get to a point where their players sell for more than they buy, so they would have an unlimited ATM. With my rules, I can clearly define and say, if you do this, then you will go over.
ChaMax and Min I agree with, but that would require a whole new rewrite. Perhaps one day...
Merchant markup is still required for two reasons. 1. sellrate for most items is 1, and 2. the NPC sell modifier on live is 1.05.
I wanted to include a way to actually scale against faction, but I got lazy and didn't go ahead and do it. It would only benefit custom servers anyhow, since on Live the only two factions that matter are apprehensive and indifferent and it doesn't scale. In our system faction is still important. For example, a player with 37 CHA and indifferent faction will not get the worst prices. They need apprehensive faction for that. Overall, faction is weighted a tiny bit less than CHA in our setup.
I think my point was to get us Live Like, but still offer some rules for custom servers. I spent a day on Live before KLS found me a gem of a page discussing how the pricing works, with actual caps and numbers. I then spent another day on Live confirming the data on that page, and found it was still very accurate. So, the default rule values are as close to Live as we can be.
Last edited by cavedude; 02-27-2009 at 02:37 AM..
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