Hello! Once again, one of my rather long suggestion threads. Bet something like this has been done before and just got shoved into the neverending abyss of unreviewed suggestions, but here comes another attempt at improving this game! Today, I bring you my ideas for the future of commerce, the long-abandoned feature that could've been so much more grand than it is.
Fix the bug where concealed bandits become invisible.
Fix displacement glitch by making commerce mount minimally teleport next to itself to refresh the position on screen after finishing a battle in commerce
Fix glitches that happen while talking to commerce goblins (such as the trade window never actually appearing until 10 minutes later...or being stuck forever after you're done trading. Y'know, the game-breaking things that could and should've been fixed many years ago)
Fix all Outlaws to have the same boss capture chance for their transformations.
Fix concealed bandits disappearing while you're approaching them during Bounty Hunting
Make it so that reconnecting after a crash (no time limit) will not result in magical loss of wares and thus money and time:
Instead add, for instance, a variable specific to each player (like there's most likely one for having been in combat the last 30 seconds) and if a player disconnects while this variable is set to true (being ambushed), it incurs the penalty. If the player is not being ambushed and disconnects - whatever. It's not doing any harm, most likely.
Implement item you can buy for 250k-1mil ducats that enables an option to be toggled on the trade goblin.:
Which option you ask? To gag the commerce imp to make him shut up already. That's right. I would PAY DUCATS for this!
(Optional:)Implement a couple more skins/alternate models for all commerce vehicles:
It's already a feature, so it's a good idea to expand on it to allow more visual diversity so make the activity less monotonous.
(Optional:) New commerce vehicle:
Land Dragon Wagon (1 mil ducats) - 150% speed, 2000 weight, 9 storage
[P] Land Dragon Wagon (Partner Version) - 150% speed, 2100 weight, 9 storage
Commerce Party (Caravan):
For each player in the party (up to 16) 3,125% more profit for non-scatach goods and any buffs used from the commerce mounts are twice as powerful. Spawn 6,25% more bandits, rounded down, per player in the party. Bonus only starts at two players to avoid abuse though. Party can set a bard tax of up to 30% to give x% of the profit (in ducats) of each person to every bard sitting on the second seat of any mount in the party, NPCs excluded. Most efficient parties will probably only bring a single bard anyway and ducats aren't shared throughout the account, so multi-acc-farming this way should be impossible.
If you're wondering why a 16 player caravan gives 50% more ducats and if that doesn't seem a little overpowered...well, I don't know about you, but wheneverI team up with anyone for commerce, we triggger at least 5x more bandits than solo. The percentage, of course, could be adjusted to be less or more, but it'd give more of an incentive to go in a group.
Second seat on the mount:
Allows for a bard to sit and play music while travelling (allows for switching scores as well, so you don't need to keep getting on and off). If the person is part of the commerce party, their buffs are doubled in effectiveness while they're on (commerce-mounted and while in the commerce party only). They can also keep sitting on the mount during combat to make this possible.
Occasionally, at a certain chance (let's say 15% at r1 commerce mastery) a fomor asks for transportation. They'll occupy the spot a bard could normally sit on, but arriving at the destination will yield additional ducats. They do not yield any buffs.
EIther way, the reason for suggesting this part is because commerce is always more fun with more people and you can't really provide someone music while you're traveling right now, which would make it way more pleasant of a ride.
Market booms and collapses of certain items in certain towns:
Once in a while there will be several items (or types of items) that become popular or unpopular in towns for a while. They will receive a bonus/malus sell price respectively. Might last for around 12 ingame hours or so, as to make it neither too annoying, nor too beneficial. So far a feature like this does not exist.
Let me show you a few examples.
"Crystals have become the latest fad in Tir Chonaill!" (+10-20% profit for all crystals)
New Mercantile skills:
"The price of metal items in Bangor has dropped!" (-15% to -25% to all metal item profits)
"Someone spread rumors that Lovely Potions are a hoax in Emain Macha" (-15% to -25% profits only for lovely potion)
"A fight broke out with Fomors in Taillteann, weapon and armor prices have shot up" (+10-20% profit for all weapons and armors)
etcetc. You get the idea. It brings more of a dynamic feeling to commerce and adds more depth.
r1: Allows for 15% higher profits on non-scatach goods (to make normal commercing more useful again) for the next run. Minigame triggers each time you sell wares.
Minigame for Bartering: You need to convince the buyer, for one reason or another, that the wares provided are worth more than market price. The screen will show a pentagon divided into equally large triangles. Each of the triangles will correspond to an option and will have a small picture/icon on it.
- Bandits+ ("It's been rough to get it here in one piece with all the bandits around!")
- Popularity+("The item is popular everywhere right now!") ALWAYS WORKS WHEN IN BOOM
- Quality+("This item is of extaordinary quality!")
- Rarity+("This is a rare item! Now is your chance!") (it doesn't actually have to be rare)
- Distance+("This is from very far away. You normally wouldn't be able to get your hands on this!") ALWAYS WORKS BETWEEN ULADH AND IRIA(Quila and Cobh excluded)
The game will randomly determine which two of these will work. The standard chance of guessing right will be 40%. If, however, the item has been transported from uladh to iria or vice versa AND is in boom AND two OTHER options than those two were randomly chosen, the chance goes up to a max of 80%.
The point is to click a single field and hope that it is the right one that will make the deal just a bit sweeter.
Crappy example picture:
r1: The next load of items you buy will have their price cut by 15%. Opens the minigame screen after you press to buy wares, but only if you have swindle activated. To activate swindle, you toggle it in your skill menu like chain cylinder.
Minigame for Swindle: Another pentagon. This time, there are three possible outcomes. First outcome, you convince the trader and get more money. Second outcome, nothing happens. Third outcome, the trader calls your lies. You buy the wares at the normal price, but your reputation in that town lowers by a certain amount (not as much as when you smuggle). This is the reason why the skill will be toggle-able, because some people may not want for this to happen and avoid the risk altogether, which they thus can.
- Time+("It'll take very long to transport these goods. Nobody will do it unless you lower the prices!") (Since the game doesn't know where you'll take these, no guaranteed bonus!)
- Popularity-("This item is unpopular. I'll take it off your hands if you lower the price, good luck getting rid of it otherwise.") ALWAYS WORKS WHEN COLLAPSED
- Hoax ("This item isn't actually as good as you say / doesn't work. But I can sell it for you regardless if you give me a good cut.") (This option has nothing to do with my example of a certain item's market collapsing because of a lie, this is just a minigame with a single person, not a lie to an entire town)
- Danger+("There are too many chances for us to lose the goods while we're transporting them. Could you make it a bit cheaper?")
- Charity ("The city I'm going to desperately needs these to survive. Please be charitable!") 50% CHANCE TO ALWAYS WORK ON FOOD ITEMS UNLESS CHOSEN AS CORRECT OPTION
So, for this one the chance is similar. 2/5 of the options are randomly chosen to work. If those chosen ones are NOT Popularity- and Charity, there will be an additional chance of 20% for popularity and a technical 10% (essentially 50%) for charity (since even if it's a food item you're buying, it's only 50% guaranteed to work). If the first outcome (getting extra profit) is not happening, then it's either outcome 2 or 3. Between those two, the odds will be 85% (outcome 2) to 15% (outcome 3).
Crappy graphic example:
I've already mentioned Iria a few times, so I'm sure you've already caught on to me wanting to suggest commerce in Iria. We don't have that right now. The distances are huge, so naturally, profit would need to be scaled to that (I'm not saying all of the wares should cost insanely much. That would only make iria commerce less viable. I'm saying to make the profit per item high.)
Trade posts in Iria:
- Qilla Camp (FIltered Water, Exploration Equipment, Musical Instruments, Coconut-Juice, Gemstones*)
- Vales (Zinc Ore, Log, Hillwen, Mining Equipment, New Gun Prototype*)
- Cor Village (Bronze Jackal Statue, Hobgoblin Ornament, Fried Spider, Charm, Ivory*)
- Calida Camp (Potted Flowers, Roasted Boar Meat, Wyvern Claw, Boiled Crab, Sulfur Ore*)
- Filia (Memory Potion, Fox Filet, Coffin, Magical Accessory, Magic-crafted Staff*)
Adds a new type of smuggler who cycles between 3-4 possible locations within each area with a trade post. The smuggler we have right now not only buys wares off your hands, but deals illegal wares to you that the afforementioned smugglers in each town will buy off your hands. The commerce rating of the town whose smuggler you end up selling the wares to will decrease for each trade, but the smuggler rating will go up (there is no way for it to go down, though, they're just happy you trade them stuff occasionally).
Smuggler wares: Illegal Herbs, Outlawed Potions, Banned Materials, Forbidden Symbols, Fugitive Person*
Imp Ducat Shop:
Add the items from KR that we're missing.
The outlaws should all appear on the board regardless of how many ducats they've currently stolen and always provide ample amounts of ducats when caught. If you enter an outlaw homestead where the outlaw themselves isn't present, make the "Bounty Hunting"-mode continue after you enter and exit the homestead, so that you can keep hunting without going back to town every single time.
Traveling by boat:
Occasionally, pirates can spawn to attack you. You're no longer safe on the boat for some reason when there are actually many pirates in existence that have plagued Uladh and Belvast in the past. As to what the pirates do, check the next and last paragraph. Should you allow them to spawn by toggling an option at the trade goblin, you'll be given an additive 20% speed boost for the entire rest of your current trade run should you have taken the boat in the process. If you toggled the option but only traveled on land, you do not recieve this bonus. The bonus will end when you hand in your wares at any trade post.
More Bandit Variations:
Currently, we have only a handful of variations. Now, asking for an AI overhaul just for commerce would be a bit much. But that doesn't mean we can't change it up at all. Naturally, all the following bandits CAN STEAL.
- Bandit Leprechaun: Very low hp, doesn't attack. Spends 15s activating their skill, "Final Theft". Once it activates, it teleports to the commerce mount and rapidly steals with each attack until it hits the limit of what a bandit can carry and disappears.
- Bandit Elf Trapper: (same hp as goblin archers) Explosive Kunai, Kunai Storm, Shadow Bind
- Bandit Human Alchemist: Flame Burst, Wind Blast, Frozen Blast (be careful not to give them too high damage, the balance has been out of whack since the alchemy revamp)
- Bandit Skeleton Bard: Battlefield Overture, Dischord
- Bandit Kobold Gunner: Reload, Shooting Rush, Grapple Shot, Flash Launcher (careful with the damage and cooldowns)
- Bandit Troll: Smash, uses their notorious blunt club
- Bandit Lancer Boss: Same hp as human boss (but it's a giant), Smash, Lance Counter, Lance Charge
- Bandit Succubus Boss: Lowest hp boss, can cast lightning bolt, thunder and fireball (careful with the damage here too)
- Bandit Archer Boss: Same hp as human boss (but it's an elf), Arrow Revolver
- Bandit Brawler Boss: High hp giant with charging strke, spinning uppercut and dropkick.
As for pirates, just take the same stats and skills and replace "Bandit" with "Pirate", replace their outfits with boatswain and admiral sets respectively and maybe replace some models to more sea-oriented ones, like trolls to sea trolls for instance. You're notoriously good at copy pasta, so you'll be fine in this regard.
EDIT: Can't believe I forgot my name and server, even though I knew. Well, it's fixed now.