Existing players used to logging in with their character name and moo password must signup for a website account.
- Veleth 47s
- cata 24s
- Dale 16m
- xXShadowSlayerXx 47s
- BubbleKangaroo 12m
- spungkbubble 32s
- JanekSembilan 6m
- meero619 3s
- SmokePotion 37s Right or wrong, I'm getting high.
- Rillem 1m Make it personal.
- LadyLogic 20m
- Vanashis 4h
- Sivartas 3s
- zxq 1m Blackcastle was no ordinary prison.
- NightHollow 16m
And 27 more hiding and/or disguised
Connect to Sindome @ moo.sindome.org:5555 or just Play Now

Price guess when appraising at market

When I inspect an item my PC gives me a guess of what they think value of item is, how common etc. But when I browse the flea markets, and do "appraise" that's really just a look at the item. This seems a bit weird that my pc would even try to take a guess at the value, but there doesn't seem to be a way to do it.
I think it would be awesome if using appraise in the market gave you a look at the item and the information you usually get when appraising something. A combination of the two.

Appraise is seemingly just chosen at random as a verb to use in the room that doesn't conflict with anything else, what the command is actually doing it looking at a given object before it appears in a character's inventory, as if they had looked.

The asked-for value is whatever a vendor says it is, it's up to the player and character to figure out if that is good or bad and where to proceed from there.

I get that. I still think this would be a nice change for those who choose to focus on merchanting. Also, I wouldn't have this show the best price you can get from a merchant. I would have it show the character's estimation of the items value. I would have characters learn the merchant's price by haggling like usual.

Inspect value is basically a made up number that has no bearing on the barter function, and more than anything tends to confuse new players. The value stated to characters is the number that actually matters and is already supplied automatically.
To illustrate what I mean by that, this is an example that has arisen at least a few times: A player inspects an item and sees it is estimated to be worth 350,000c, so very excited they take it to the market to reap their windfall only to be offered 5000c or less. They barter, still 5000c. They may assume their estimation was wrong, they're doing something wrong, or the vendor is wrong, and would be mistaken on all three counts. In fact there was a fourth, secret, thing that was happening but that of course will require some game knowledge to understand.

In this case the additional data point was communicating information but not necessarily the information that would be obvious from being given two differing numbers. There is really nothing now to stop this from happening now when someone inspects something themselves and tries to sell it, but packaging inspection values directly into the market functions strongly implies an immediate importance of that inspection value to the market system which isn't necessarily true.

I feel like this detracted a bit.

If the data from inspect is at best misleading (not sure if that's the case?) then maybe they shouldn't be offered.

But whether it's misleading or not, I will see them at the moment I buy the item anyway. So, I don't get why my PC cannot do the same when looking at the item at the market in the first place. That's all this suggestion is, let me trade flavor flow, and let player learn how to use it correctly.

Yes, I agree it would be very misleading to players if offered in a market context and shouldn't be offered there. In other contexts it can sometimes useful information.
That said I've had so many fruitless arguments with players who believed unwaveringly (and very wrongly) that whatever number they happened to see last time they inspected something represented the 'true value' of an object in classic RPG fashion, that just not showing rough inspection values for items at all would probably lead to less confusion.

Artists need to be able to see it for artwork and there are maybe one or two other places I'm not thinking of that it's needed, but by and large it could be replaced with messages that say 'X doesn't seem to be worth much' and 'Y seems like it might be worth something to the right person' and it would be much more in line with the rest of the game's design.

I like the idea of a player getting an inspect style value that is what the character thinks an item is worth, it's a little weird that we don't present this information. At the same time, it pushes players to better understand the market conditions for an item. The market is rarely asking for more than an item is worth unless it is illicit.
Speaking of, just asking for confirmation here. It seems that the market rarely pays out more than 5000 chy in cash for items worth many times that. Is this a bulwark against people cheating the market or is it a bug?
The inspect value of the item plays a huge role in what you can get at the market. It is not "random". If you are getting very inaccurate prices, my suggestion would be to build up the skills and stats related to inspecting things.

That being said, I think that the using the phrase "You have no idea" to replace the numerical results of a complete skill botch would go a long way to helping the new player experience. They already have zero concept of Sindome's economy, we are confusing them even more by telling them wildly inaccurate numbers for prices because their stats at gate are absolute shit.

As for the 5,000 chy limit… there's more than meets the eye initially in that system. It's all in the haggling.

I like the idea of a player getting an inspect style value that is what the character thinks an item is worth, it's a little weird that we don't present this information.

I don't think this is weird at all, inspect giving any specific valuation for an object is weird (even if it's fuzzed). Having psychic evaluation of worth is an RPG trope (getting a sword out of a chest in a dungeon and knowing it's worth 100g, somehow), but isn't really consistent with much of the game's design. Sure an object has a programmed number set as a valuation so it can be modified and fed into NPC sellers depending on location, and so it can be bought by NPCs for some consistent amount after gameplay, but why would a character know this?

I've constantly run into player commerce issues and misunderstandings from items having an exact valuation in inspect. Okay so a player sees an item is coded to be valued at 100,000c but the only place it's sold in the entire game prices it at 130,000c. Does this mean it's inherently overpriced? Or if a character is offered 2500c for an item at the market and then inspect tells them it's worth 10,000c, what is the system communicating through it's gameplay there? Because I could see a player understanding that as reading them doing something wrong or their character not having adequate ability for what they're trying to do, which I would say would both be incorrect take aways.

I don't think items should have inherent value at all except as a backend function and fuzzing that value and providing it to the player in some contexts but not others just muddies the game's scarcity and player-driven economy in my opinion towards seeming to be more determinate than it really is.

That being said, I think that the using the phrase "You have no idea" to replace the numerical results of a complete skill botch would go a long way to helping the new player experience.

I very much agree with this. There is absolutely no reason at all for new players to understand that when they see an exact number provided to them, down to the single digit chyen, that that is both a fuzzed and cached value that may not be either correct nor consistent. Issues of realism of coming across an unknown widget in the desert and knowing it's value by universal intuition aside, simply providing such detailed information to a player leads to expect it is accurate or meaningful, when it might not be at all.

Having psychic evaluation of worth is an RPG trope

I have always take this to represent a character's in game knowldge. The value you get, to my knowledge is based on a specific roll using a specific skill and relevant stat(s). It's not a magic psychic thing. It's supposed to represent your character having enough experience in the field to make a good guess

This can very much help a fixer type who has tracked their valuations and market deals for specific items when it comes to predicting pricing. This has been, in my experience, very valuable for a fixer that utilizes the markets and I think all should to some extent.

I do agree that it's might be a bit awkward for the game to support and encourage the character and player to learn item pricing by shopping about AND by using a skill/stat based command. There have been times I have felt meta having a PC use store prices and the like to know all about item pricing when they have zero trade skill, though I am fine doing so within limits.

That being said, I think that the using the phrase "You have no idea" to replace the numerical results of a complete skill botch would go a long way to helping the new player experience.

I love this but I'd prefer a phrase that's a bit more revealing perhaps. It could be as specific as 'You don't think you're skilled enough at X to make a useful estimation' or more vague like, 'You lack the skill to make a useful estimation.' Adjust so to fit the game mechanics. Just my opinion and preference.

I also agree that guiding players to what is actually happening and what they should be doing is ideal in all circumstances, messages should definitely communicate to players if they could be doing something better or differently or if they might have reason to be skeptical about the data they're being given.

Inspect used to be more obviously a handwave-y maybe-value because it could change dramatically from second to second, but now that it caches whatever the last output was there is really nothing to communicate or even imply it's not accurate or even approximate, let alone that there can be weird maths sometimes that makes it a value massively divorced from reality (see: high-skill clothing).

It's a strange middle ground where we sort of implicitly acknowledge getting a perfectly accurate value appended on every object would be weird, but then the solution is just to make that number sometimes super unreliable which feels to me like the worst of all options for the new players' experience (or really the any player experience, assuming those players didn't have the benefit of playing through past updates to know what's going on behind the scenes).