Selling loot

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
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Neofit
Posts: 17
Joined: Thu May 23, 2013 10:46 am

Sat Jun 13, 2015 8:53 am

Hi,

Just like 2 years ago when I bought the game and tried it out, I cannot find a proper way sell my loot to merchants. Do I still have to play Tetris with his inventory to hopefully make room for 1 sword, or is there a better way?

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Hatsune_Neko
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Sat Jun 13, 2015 10:23 am

try selling at bars
and don't drag and drop, you can accidently buy stuff still.
right click items to move them over to be sold, then press rearrange.
rince and repeat until your sold out or they run out of money or space.
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Neofit
Posts: 17
Joined: Thu May 23, 2013 10:46 am

Sat Jun 13, 2015 12:02 pm

I tried a couple of merchants, they don't have enough room for a right-click sale, even with rearranging they still barealy have enough for a couple of swords. They should implement what was suggested a long time ago, a spot in the window that works like a black hole, you drop stuff there (or ctl-right-click) and the item is sold and disappears. And/or make the vendors' inventories larger than the window and with scrollbars.

I am entering a shop and putting stuff as a pile on a counter or floor to sell, get my money and go out. I am not going "please Mr Merchant let me help you tidy up your inventory (that you let a total stranger handle), next time I'll do the windows and sweep the floor" :).

It's a shame that with so many awesome things in the game, such a very important part (at least at the beginning of the game) and seemingly easy to fix is still so frustrating to navigate.

bk3000
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Sat Jun 13, 2015 1:27 pm

Also sell your stuff up to what fits, save. reload. They'll have more inventory space again(also new things to sell)

Neofit
Posts: 17
Joined: Thu May 23, 2013 10:46 am

Sat Jun 13, 2015 4:18 pm

bk3000 wrote:Also sell your stuff up to what fits, save. reload. They'll have more inventory space again(also new things to sell)
hehe, nice band-aid. I am hoping for a rethinking of that whole selling interface though. Do you guys even buy any of the 50 swords or armor they are selling? I am having a hard time remembering if there was ever a game where buying stuff from merchants was useful at all, it is either completely useless or maybe a couple of enchanted items may seem interesting. But it is definitely the first time that this vendor trash takes so much vendor inventory space that it makes selling stuff a chore.

HalbesEi
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Joined: Sat Jun 21, 2014 5:20 pm

Sat Jun 13, 2015 5:16 pm

the only vendors who have decent space available are the barkeepers and building materials traders
Alos saving and reloading doesn't work anymore to refresh the vendor inventory since the 74.7 update

bk3000
Posts: 228
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Sat Jun 13, 2015 10:56 pm

HalbesEi wrote:the only vendors who have decent space available are the barkeepers and building materials traders
Alos saving and reloading doesn't work anymore to refresh the vendor inventory since the 74.7 update
Now that makes me sad.
Neofit wrote: Do you guys even buy any of the 50 swords or armor they are selling? I am having a hard time remembering if there was ever a game where buying stuff from merchants was useful at all.
Yes I've bought their stuff. Especially prior the the point of having my own base up and running, then doing the research to produce good stuff. People don't typically jump straight into the base-building aspect right away. It is better to build up your squad first - in number and skill. So I used to use lots of Industrial 8 weapons when I could find them.

Also I purchased many mercenary plates etc when I found standard grade to buy. Sadly you can't really make better armor at this point than you can purchase. It can be faster to equip people that way. What's money for, except for spending?

Even when I have a base I buy some stuff. Sometimes you have a group out-and-about but no where near base when you acquire new troops. The new guys are going to have terrible gear (if any) so I buy then stuff for now. I don't mind the new guys getting beat up, but I don't want to loose them to dogs that snuck up on me.

Yeah I do get your point that it would be nicer if vendors had larger inventories. One simple solution is that identical items stack in vendor inventory. All the shady grade Tin Cans in one stack, standard grade Tin Cans in another. Let Neofit sell all his prized totally rusted junk katanas in a single stack. It would free up valuable room, and would be easier to shop from anyhow.

Neofit
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Joined: Thu May 23, 2013 10:46 am

Sun Jun 14, 2015 9:03 am

bk3000 wrote:Let Neofit sell all his prized totally rusted junk katanas in a single stack. It would free up valuable room, and would be easier to shop from anyhow.
One person's totally rusted junk is another's totally awesome newbie treasure.

A better solution: why even have a Tetris-like vendor inventory? Anyone can download thousands of free puzzle games if they feel like spending time rearranging shapes. Just make an 'icon - name' top down list of items, like in every other game since the beginning of time :). Let me drop my stuff anywhere onto that list and voila, item sold. Quality of life raised. Game less frustrating and finally playable.

Revage
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Wed Jun 17, 2015 6:07 pm

I'm on the other end of the camp on this one I think.. I like the limited space, see it as one of the additional challenges of Kenshi. It has never made sense to me in games that the merchants would want to buy huge stacks of weapons, or that the market would support an indefinite flood of the same item, or that, with the possible exception of Bags of Holding, an infinite amount of space would be available to hold all those weapons or armors.

Neofit
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Joined: Thu May 23, 2013 10:46 am

Wed Jun 17, 2015 9:37 pm

Revage wrote:I'm on the other end of the camp on this one I think.. I like the limited space, see it as one of the additional challenges of Kenshi. It has never made sense to me in games that the merchants would want to buy huge stacks of weapons, or that the market would support an indefinite flood of the same item, or that, with the possible exception of Bags of Holding, an infinite amount of space would be available to hold all those weapons or armors.
So having the customer go into the storage area and shuffle stuff around to make space makes more sense to you? You know those bandits you are looting weapons from? I doubt they've all crafted their own weapons, those stacks of weapons you are selling will be resold to other customers and so on. No merchant will buy them unless they know they can resell. Here nobody is saying "hey, your stuff is worthless, I won't buy it", we are told "I will buy your stuff, it has value, just please tidy up this mess in my back room first... what, no room to insert even that one sword I'm still interested in? never mind me, I'm very dumb".

And in any case reselling can be limited by either limiting drops (reducing the fun), or limiting the amount of money merchants have on them (again, frustrating). Putting a stupid puzzle game for when we just want to sell stuff makes no sense though, just give us a list of items in a column with a scrollbar.

swillo
Posts: 1236
Joined: Tue May 12, 2015 2:00 pm

Fri Jun 19, 2015 3:47 am

I generally just go sell at the bar. With two bars in a town I can usually get rid of all my stuff.
It would be nice if you got a better price when you took it to the correct vendor.
And I like the screen the way it is. I like the visual aspect over a list.
But if there were a space on the trade screen where you could drop any item and it would disappear instead of going into the list it would be more convenient.

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Chompster
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Fri Jun 19, 2015 9:50 am

swillo wrote:I generally just go sell at the bar. With two bars in a town I can usually get rid of all my stuff.
It would be nice if you got a better price when you took it to the correct vendor.
It'd also be nice if not everyone would accepted all of your crap, why would a weapon smith be interested in hemp and water? While this might be difficult to make dynamic, it would be great that if they don't need something, they wouldn't buy it from you. But say the town is having a hard time with food and stuff even they would buy it from you.

Neofit
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Joined: Thu May 23, 2013 10:46 am

Fri Jun 19, 2015 9:29 pm

Chompster wrote:While this might be difficult to make dynamic, it would be great that if they don't need something, they wouldn't buy it from you. But say the town is having a hard time with food and stuff even they would buy it from you.
Ok for this to be dynamic, on one condition. "Oh, you didn't want my rusty sword last week? And you are short on food now? No problem, but you will pay my price!" :). This, or no half-assed economy and everyone buys everything.

Chinsei
Posts: 263
Joined: Wed Jul 01, 2015 4:14 pm

Wed Jul 01, 2015 5:16 pm

Well... i think that them being rusted 'crap' kinda works. i mean its not like they pay that much for them. an they turn around an sell them for twice as much.

plus o.o not everyone can afford 'top of the line' at the moment they don't seem to have much in the way of a supply chain probably will be added later where they can make/buy from other NPC? if not would be nice to make a more 'dynamic' economy of supply and demand.

give caravans more purpose when they go to a town to sell a specific item that the town may not be able to produce itself due to lack of water/fertility/stone/ore.

i would like a trade skill though the ability to negotiate items and prices instead of having a fixed price. after all Bartering seems like it'd be more common in this setting . now a days we use cash for everything and everything is regulated with fixed prices(unless you know the actual owner who might like you enough to give you a discount) . but Barter systems used to be a lot more common, I want something you have, you need something so we can negotiate till we find a deal we both agree on.

Perhaps some could even be 'quests' so to speak. Perhaps the merchant is having a hard time recieving stuff because of bandits so he wants you to go out an deal with the bandits that are ambushing his caravans.

typical RPG quest really but it'd also potentially be realistic in the sense that if someone who seemed skilled with a sword came to your shop wanting something exploiting his skill in exchange for something he wants might work.

though it would be nice if shop keeps had more individuality. in what they wouldn't buy or sell based on the supply/demand of their city. if it was a relatively safe city then they aren't likely to sell weapons as much so theres no reason for them to buy them.

However with the addition of the Furnace. we could argue they buy all the old rusted weapons to melt down into ore an save themselves time/money from having to import it.

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