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SHOP SYSTEM - ITEM BUYBACK QUESTION

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Regarding shop systems in RPGs, how important is item buyback nowadays? For example, you sell an item to a vendor, but then you change your mind for some reason and you wanna buy it back. Most of the older retro RPGs don't have this feature in their shop systems, and I never notice it because I don't think I ever used it, or use it very little. What do you guys think? I am thinking about whether I should implement this or not, but I don't know if it is a feature where people love or if its something where people barely notice.
Marrend
Guardian of the Description Thread
21806
If an item/equipment can have randomized abilities, that might make for a reason to have a buyback system. For games where abilities on items/equipment are not randomized, probably not.

Though, I suppose it works best in a game like the Fallout series, where it's more likely that an exchange can be more than just a cash-for-stuff thing. Heck, 90% of the time, you trade "junk" (and/or maybe caps) for "junk" (and/or maybe caps) in that game!
I'm probably in the barely notice camp. It's a feature I've used in games before, but wouldn't notice it missing.
Thanks for the insight! I want to try to avoid making a buyback system, but alas, my item system will probably have randomized stats on most items. I'll try to make it more like a limited buyback where only the last x items sold can be bought back, or maybe even an "undo sell" system though, so that it's not as complex. This is probably still gonna take me a few days :(
One option is to change the selling method to bulk instead. Basically, the player selects all the goods to sell. Then when the selection is done, the player chooses to sell the items at once and has to confirm the choice. If the player sells that way rather than one by one, it can just unselect any items chosen by mistake whereas if items are sold one by one, the player will have confirmed the sale long before having any time to react.
author=Crystalgate
One option is to change the selling method to bulk instead. Basically, the player selects all the goods to sell. Then when the selection is done, the player chooses to sell the items at once and has to confirm the choice. If the player sells that way rather than one by one, it can just unselect any items chosen by mistake whereas if items are sold one by one, the player will have confirmed the sale long before having any time to react.

This sounds like the system that they have in Dungeon Defenders 2 when I last played it. The thing I didn't like about it so much was that I don't like additional popups or alerts (confirmations) whenever I try to buy or sell something.

I just wanted, one click, one buy ( shift + click to buy 10 for stackable items) because it seems smoother that way for me. But as you said, this type of system can be prone to a player mistakenly selling something, which is why I am concerned and have to contemplate building a buyback system. Here is the system that I have so far, might be easier to give feedback if you can see what it looks like:


Do you think adding limited confirmations might be a good idea when selling high quality items, i.e. sell a legendary or +10 upgraded item and it asks you if you really want to sell? What about adding both limited confirmation, and limited buyback?
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