How should the guildbank feature be implemented?

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How should the guildbank feature be implemented?

Postby Hannah » Sat Sep 02, 2006 11:43 am

Hi there!

As shan_aya mentioned in another thread the dkp-point system and/or
money-system has to be discussed :)

I´d like to switch between the system which means that the admin could
choose items and mark them as dkp or money "payable"...

On the other hand if someone sends something to the guildbank should he only earn points or should he get money for it (as long as the bank has enough credit :)?

I know that it would be more than work to take each item and set the points or money for it, but as shan_aya mentioned it could be realized using some kind of calculation...

E.g.
Code: Select all

green items 
[0]
Blue items [1]
epic armor (rest) [2]
epic armor (headlegsbreast) [3]
epic weapon [4]
epic rings etc. [5]
questitems(ZG) [6]
epic set(Tier 1) [7]
epic set(Tier 2) [8]
epic set(Tier 3) [9]
legendary items [10]
 


The int in brackets could then be used to calculate things...?

It would be great if everybody could post wishes or other thoughts :)

Thx

Hannah
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Hannah
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Re: How should the guildbank feature be implemented?

Postby shan_aya » Tue Sep 05, 2006 1:49 pm

Hannah wrote:On the other hand if someone sends something to the guildbank should he only earn points or should he get money for it (as long as the bank has enough credit :)?


hi hannah,
for my opinion members can "change" points as money.the market system works with points but you can doing what you want with your points : "buying" material, craft OR money if you need it.
Coz for my guild we can gain points with crafting and filling bankguild but roleplaying or "backoffice" ( admin forum,programming...etc for guild) too...

i'm beginning doing resume post of my whish ( market guild concept ) but my english is poor so i need time to do it :)

for point-table, what do you think about maintain edkp list compatibility format BUT permitting admin chosing mode : pure dkp, own value, class type, mathematics type...

i post mathematics type soon ^^, but idea is :
- the lowest level in mining to obtain silver is 110, so a full stack of silver has 110 points value
- for items, addings all bonuses (+ 5int, +6 life..etc) and multiply with quality ( green, blue...etc) to have value points
- for RARE loots or recolt/mining , i think using % of loot for points

at this time my guild is trying to validate value table of items ( the value of crafting item must be equal to add of is component ) and herborist/miner too
shan_aya
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How should the guildbank feature be implemented?

Postby shan_aya » Tue Sep 05, 2006 6:13 pm

hum,
we change many things..
because we have trouble with old repartition point

now we use this systeme and it seems good :
value of recolt items ( malachite,silver,plants and flowers) is equal to : [minimum level required to craft item with this material]+[maximum level required to craft item with this material]/2

so for each material we look the lowest craft possibility and the highest and we divide by 2 the levels

exemple ( wrong values) :

material : silver
lowest craft level : silver axe ---> crafting at level 120
highest craft level : silver armor of storm ---> crafting at level 250
the value for silver is : (120+250)/2=185 points

so this systeme made more value for rare material loot as diamond or other lowest percentage items regarding craft possibility with them.

i think we can catch value of craft from roster ? the data is here, no ?

i come back with crafting items value ^^ based on bonuses
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