I mentioned these offhand in a different post about selling cursed items, but perhaps this is a better place.
I have two minor realism gripes about how V stores handle un-ID'd items. I don't mind that storekeepers have unlimited access to ID, but I think this should be followed more towards its logical conclusion. Two small examples:
1) A storekeeper should never let an item cross his counter un-ID'd. Period. No real person with that kind of access to potentially competitive information would not take advantage. Therefore, a player with an un-ID'd item should have three choices, and three choices only:
A) pay the store directly with $$$ to ID the item, ala NPP;
B) walk away sulking;
C) sell the item to the storekeeper for a percentage of the item's post-ID price: the storekeeper ID's the item just sold in exchange for a share of the item's post-ID value, instead of IDing for a flat fee. This is for when the player doesn't have enough $$ to buy the service outright and doesn't want to leave sulking.
Of course, the storekeeper's share would vary depending on what kind of item needed Id-ing when sold. For example, Mushrooms most likely suck, so a sensible storekeeper would insist on an 80% share of an un-ID'd shroom. That share might be 50% for scrolls, 40% for rings, 25% for weapons, etc... Exact numbers to be determined...
For items that are guaranteed to be good, in particular all un-ID'd rods and anything with a {good} or better pseudo-ID, the ID price should be twice the item's vanilla value (or in the case of rods, twice the value of a rod of trap detection, which is the worst the item could be), deducted instantaneously from the proceeds of the sale. (This may seem to be a really good deal for the player most of the time, but the shopkeeper also stands to make a hefty profit reselling the object to an abstracted off-screen third party...)
I hope I didn't make this sound more complicated than it actually is.
2) Storekeepers should never buy un-ID'd ammo one at a time. If you want to sell un-ID'd ammo, you have to sell the entire quiver/sack. Otherwise, the player could gain 30-40 per shot if the ammo's magical, but the shopkeeper would only avoid paying 1-2 per shot if they're cursed.
Just my .2
I have two minor realism gripes about how V stores handle un-ID'd items. I don't mind that storekeepers have unlimited access to ID, but I think this should be followed more towards its logical conclusion. Two small examples:
1) A storekeeper should never let an item cross his counter un-ID'd. Period. No real person with that kind of access to potentially competitive information would not take advantage. Therefore, a player with an un-ID'd item should have three choices, and three choices only:
A) pay the store directly with $$$ to ID the item, ala NPP;
B) walk away sulking;
C) sell the item to the storekeeper for a percentage of the item's post-ID price: the storekeeper ID's the item just sold in exchange for a share of the item's post-ID value, instead of IDing for a flat fee. This is for when the player doesn't have enough $$ to buy the service outright and doesn't want to leave sulking.
Of course, the storekeeper's share would vary depending on what kind of item needed Id-ing when sold. For example, Mushrooms most likely suck, so a sensible storekeeper would insist on an 80% share of an un-ID'd shroom. That share might be 50% for scrolls, 40% for rings, 25% for weapons, etc... Exact numbers to be determined...
For items that are guaranteed to be good, in particular all un-ID'd rods and anything with a {good} or better pseudo-ID, the ID price should be twice the item's vanilla value (or in the case of rods, twice the value of a rod of trap detection, which is the worst the item could be), deducted instantaneously from the proceeds of the sale. (This may seem to be a really good deal for the player most of the time, but the shopkeeper also stands to make a hefty profit reselling the object to an abstracted off-screen third party...)
I hope I didn't make this sound more complicated than it actually is.
2) Storekeepers should never buy un-ID'd ammo one at a time. If you want to sell un-ID'd ammo, you have to sell the entire quiver/sack. Otherwise, the player could gain 30-40 per shot if the ammo's magical, but the shopkeeper would only avoid paying 1-2 per shot if they're cursed.
Just my .2
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