   User and NPC shops for an MMO
  At the moment I am puzzling out NPC and user shop systems for a MMORPG. But there are quite a few ways to go about this hehe ;)Can anyone point me to some of the better designs out there ?? There is an awful lot of information to sift through, so any pointers to interesting implementations would be much appreciated :)   
  Good basic principles that unfortunately no game applies:1) If an NPC can do it, so can a player2) If a player can do it, so can an NPC3) If a player can't do it, an NPC can't either.   ;  If you were really capable of making an MMO (or more accurately, on a team that could), then you would be at a skill level where this kind of thing is no problem.As it is, you're struggling to even communicate the problem. What exactly is it that you can't figure out?   ;Quote:If you were really capable of making an MMO (or more accurately, on a team that could)There is no need for a big team or great resources to make an MMO.You only need such a thing when you want to make an AAA one.   ;  The problem is that your question is too general. Are you asking for help with an "NPC system"? Or a shop system? Or an NPC-based shop system? You'll need to choose one.   ;Quote:Original post by loufoqueGood basic principles that unfortunately no game applies:1) If an NPC can do it, so can a player2) If a player can do it, so can an NPC3) If a player can't do it, an NPC can't either.So if there's a dragon NPC, then I have to let players be dragons, too? No, I don't think these are good rules. They might apply in some, very specific cases, but as "basic principles" they completely fail. Would Mario be very good if a mushroom could jump ontop of and squish you just as easily as you could jump ontop of and squish it? Would Mario be good if I you got instant-hit kills on enemies just because there those balls-on-chains get instant-hit kills on you? Your rules are, at best, over generalizations and at worst stifling to creativity and gameplay.   ;Quote:Original post by loufoqueQuote:If you were really capable of making an MMO (or more accurately, on a team that could)There is no need for a big team or great resources to make an MMO.You only need such a thing when you want to make an AAA one.Your definitions clearly differ from mine, then.;Quote:So if there's a dragon NPC, then I have to let players be dragons, too? No, I don't think these are good rules.Where did I say that?I said that if a NPC can do something, so should a player be able to. A dragon can attack a player, so can another player.However, it is true you can't allow a human to breathe fire, since this is race-specific.What I meant is that there should be no difference between an NPC and a player as far as game mechanics are concerned. In particular, if an NPC can set up a shop in town and sell his wares, why couldn't a player as well.   