On 26/09/05, Brendan Lally < brenlally at gmail.com > wrote: > On 9/26/05, Anton Oussik < antonoussik at gmail.com > wrote: > > The drawback is that players would have to control what the shop buys > > and at what price - otherwise someone could dump a lot of useless > > stuff they can not sell on them and make them bancrupt. > > I don't think that is the right approach either. Personally I would > favour the creation of an auction house, when an item or number of > items could be dropped by a player, and given a lot number, a reserve > price, and a time limit. What I propose is not too different, but has the advantage of scaling better with the number of users, and being more flexible. For example you can have a weapons shop which sells things a blacksmith makes. Therefore the same player can own a house of a blacksmith pattern which has its own smithery, and its own shop, which players can visit and buy weapons from. This can also be extended to other shops, like potion shops, clothes, armour, food, furniture, and so on. If (as a seperate patch) something like a cookery skill is introduced you could get bakeries, restaraunts, and taverns that are player-run too. Then the economy would regulate itself, without the need of artificially setting prices.