I will give you however, that you are being a bit disagreeable right now.
And I'm not the only one here, certain parts of your comment I referred to there were very condescending.
You can already select multiple items at once to offer before presenting it. You don't get to see the reaction until after you present that offer, however. Give a good reason why any user interface should allow you to see the reaction before you make your actual offer. Is it time travel? Mind reading powers?
I wasn't talking about the
reaction, I was talking about
modifications to the list you want to offer
before you actually make that offer.
Yes, every time you add more items to the trade you are of course making a counter offer which deserves a reaction. If you decide you've offered too much and you want to start over again, that too deserves a reaction. I remember at one point these reactions would progressively get harsher and harsher as well as the villagers are supposed to have patience that would wear thin, but currently this only happens if you accidentally (or deliberately) attempt to leave with an unpaid for item in your inventory and the villagers demand payment.
Look, you are playing a computer game here where you are building and modifying lists of items and not every damn keystroke should or even could be interpreted as an actual action of your character in that game's setting, in this particular example certainly not every keystroke should mean you are actually making an offer - adding items to the trade doesn't necessarily mean actually making another offer. You need to be able to make a list, evaluate (yes, that means getting the items value or at least an estimate!) and then make the offer.
I'll put it this way. If I have the supply, but I don't particularly like you, I don't have to supply you. Even if I do supply you, I may do so more begrudgingly increasing the price. This could happen due to circumstances entirely outside of your control. For instance, maybe the village elder has interpreted signs of a bad omen and decides that trading is not a good idea right now, or perhaps a child has gone missing and the villagers would rather not trade with you until that child is found. Or perhaps, maybe there was a raid (failed or otherwise) upon the village you are currently visiting, and the raiders happen to belong to your chosen culture. While they may recognize that your not there to raid, they may still hold a grudge or resentment that just isn't fair. I don't see why get woke go broke couldn't be a thing during the iron age of Finland.
These villages would either be temporarily or permanently worse for trade than other villages.
And yet again, you are talking about mood effects, you are making up all sorts of things like "child goes missing", "bad omen", "cultural effects"...
Nothing of this has anything to do with supply and demand. Those are just yet more factors that are different you can stack on top of it. I'm sorry but no matter how much you would like to shoehorn "mood effects" into being part of the law of supply and demand, it will never make sense. Your understanding of what "supply and demand" actually means is way too broad.
When you are simulating demands that could exist within the game but don't track the metrics due to the extra resources it would take to do so.
In other words, if you want to introduce a fun new mechanic but you don't actually want to do it properly. Yeah, not a fan thank you. This game is actually not that complex, less so than many other games and certainly much less than the real world, so if you wanted to you could actually put a proper supply and demand system in place that tracks all necessary variables. It's mostly a matter of effort but it's not a priority right now...
More importantly, however is that while these people are NPC, they aren't supposed to act like NPC's.
That's completely subjective, the specifics of what it even means "to act like NPCs" varies from person to person but the discussion is moot because at the end of the day, no game can ever hope to accomplish this until we have much more advanced AI.
While items that exist may have an objective value, peoples interpretation of that value is still subjective to some degree. (...) They should be suffering from the same problem that you have at the very least. They shouldn't act like they know perfectly what something is worth regardless of how good or bad of a trader they really are. Sometimes they just get it wrong. Sometimes they think they can get more from you than they really can or should. Greed can play into this too you know.
This is what a
haggling system would tackle... Supply and demand gives you the basis, then haggling for the individual skill...
Furthermore, the reason you would add a modest random element (something you seem to have missed btw)
(...)
(very small variation, not enough on it's own to potentially generate lots of wealth).
(...)
would be to add an element of uncertainty and challenge. These changes would also pave the way to playing as a merchant if you wanted to do so.
Uncertainty sure, but there is nothing challenging about dice rolls. You're just at the mercy of random chance. Exactly how is this better than the ability to analyze the current market situation, as much as that is possible in this game, and make a well-founded decision based on that?
In practice, you got most of these values from playing characters and doing these trades in the game, probably across multiple characters.
Dear Lord, the whole reason I have written this little story is to illustrate that your character would get information like this from his tribe, his parents and teachers, the environment he grew up in
because you don't play a wild child or a newborn baby. You are playing someone who is 16 years old, was raised in a Finnish tribe, starts with bonuses to certain skill that he was obviously taught so the idea that he would get information about at least the basics of what certain items are valued is really not too far-fetched.
Furthermore, no source is given for how he came to "know" what the value of a hunting knife or woodsman's axe would be worth other than he "heard" it.
He "heard" it. Sure. As in, the woodsmen and hunters of his tribe regularly traded for it, which on several occasions Timo must have witnessed. You know, because Timo was part of the tribe, he was taught things and generally paid attention to things.
Yes, obviously I as the player
DO have the information about item values available (because I painstakingly compiled a list of them, since the game just gave me the finger) but that doesn't mean the character couldn't possibly know anything about it. It doesn't matter what the values as they are coded in the game are and why, not for the question of could my character tell or not -
MY CHARACTER is not someone who grew up in the late 20th century civilization with computers, the internet, currency etc.,
HE is a 16 year old Finnish tribesman and contrary to what you believe
without real world experience
he
DOES have real world experience, 16 years of it! 16 years he was raised in the tribe and back in those days you couldn't spend those 16 years sitting at home on your asses like we can today. You had to pitch in at a very early age and this guy, he probably learned how to track and hunt at an age where we wouldn't even have started school yet today. This is the kind of person you roll up
every single time you start a new game. To think he has at least
basic level information about values of items common in his culture is not far-fetched at all and no he doesn't need to be a merchant character for it. There is no way in hell an UrW character would have no clue about these things.
Even as presented, this would be a backstory that would tie into a potential bartering skill, and possible game start as a wandering merchant. You have to give that story a second pass though at least.
No I don't. It's a game start for any possible character you could play in UrW and I explained my point of view as thoroughly as I could - if you still don't see my point even after I wrote up walls of text just for your benefit then we'll just have to agree to disagree.
They wouldn't. That would only be an argument however for that information being obfuscated. I take it that you wouldn't find it very fun however for every item to have it's weight listed in comparison to rocks and stones instead though. Skills having listed percentages isn't necessary either, the bar is sufficient to demonstrate how much confidence your character has in his or her skills. I wouldn't mind either change personally.
So wait, you want to overhaul the whole game now and change the way information is given to us? What about the whole skill penalty thing which you conveniently ignored? Do you actually have a problem with how it this is right now? You wan't to remove information about how our skills are affected by the various penalties? You don't want to give us information about our skill levels any more? Why the hell are you even playing the damn game? What do any of the other players have to say about this?
What if item value displays were already part of the game right now...? Somehow I don't think you would be someone doing any complaining.
edit: please also answer this part of my question:
Now, you tell me which one of those two scenarios (Timo or Floki) makes more sense and why.
thanks.