XaiJu
Shattered Pixel
Shattered Pixel

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Merchant’s Beacon | Patreon Poll #23

Hey Patrons!

As mentioned in the latest weekly, I’m changing up the alchemize spell a bit. With this change it will be a very potent tool for the player to clear out inventory space by converting items to gold or energy on the go.

This leaves the merchant’s beacon in an awkward spot though, as it was also made to fulfill this function. I’m considering just removing it and having shops sell a few alchemize uses instead, but I figured this was a good opportunity to ask for your input! If people are particularly attached to the merchant’s beacon is can probably stick around.

It’s worth noting that the magical porter spell is likely going to be removed or redesigned regardless of the outcome of this poll.

The option that gets the strongest support will be implemented in v1.1.0!

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Please vote for all the options that you like, not just for your one favourite! I allow multiple votes as it means that a higher proportion of people will end up voting for the winning choice.

All patrons are encouraged to share their opinion by commenting and voting, but currently only the votes from Golden+ Supporters are counted when determining a poll winner. Votes from Shattered Supporters are worth double!

Replace the Beacon with Alchemize

The main thing I’m planning at the moment. Shops will stock a few charges of alchemize (at a reasonably low price) that will both help players with inventory management and encourage them to make more charges of their own at an alchemy pot.

Recall that each alchemize charge lets the player turn an item (or stack of items) into gold/energy, as long as that item can be sold or energized normally. The beacon currently allows the player to sell as many items as they want in a single sitting. Alchemize would be sold with a few charges, to help counterbalance the fact that each charge only works on one item or item stack. I’m also likely going to make alchemize a fairly low cost recipe, given that I want to encourage players to use it for convenience.

Sell both Beacons and Alchemize

A possible middle ground option would be to go ahead with letting the shops sell alchemize, but also keep merchant’s beacon around as well. My only worry with an option like this is that the player might be able to just buy their way to recycling all the items they want, as so would never bother making alchemize at an alchemy pot.

Change Beacons to also Convert Items to Energy

The second of two middle ground options would be to keep the beacon but change it to also turn items into energy, as well as gold. This gives a similar result to the first choice while also letting the beacon stick around. The only real problem here is that letting the beacon create energy doesn’t make much sense from a thematic perspective.

Change Nothing

The final option is to just not do anything at all. This would keep the beacon in its current place as something that’s only used for interacting with shops and alchemize would exist separately as something the player is encouraged to make through alchemy.

Comments

I don't really want to further encourage players to just hold onto a huge number of items and never use them though. The solution to inventory management imo should be to just get players to use items enough so that it's not as big of a problem.

Shattered Pixel

One missing option for me has always been: make bags slightly bigger and get rid of beacon entirely. Inventory space management is the least fun mechanic of any game.

AeonJune

Indeed, though as mentioned for heavy alchemize users you can make a bunch more of the spell too, and I'm going to try and balance it so that it is fairly cheap to produce a large quantity of charges.

Shattered Pixel

i typically use the beacon for clearing out large amounts of equipment, as that takes up the most inventory space by far and is the least useful when you already have some. i worry that selling alchemize with only a few charges will make it more difficult to do this, and just clog up my inventory more with unidentified weapons and armor. that said, i still think it's the best option at the moment.

Lassoloc

There's definitely a possibility for the beacon to come back in the future with a different function, or even just another item entirely that re-uses the sprite.

Shattered Pixel

Unfortunately this just doesn't fit with the game's design, a bonus shop would be incredibly powerful and mean that I'd have to heavily limit beacon availability and make them much more expensive. I absolutely agree that the game could do with more shops though, that will happen in the future. I'm expecting that any more shops would have limited stock centered around a certain theme though

Shattered Pixel

Full remote access to shops sounds great. I don't think it would work well with current shop designe, but things will be much better with UI based shops. So, remove the beacon now, bring it back for the shop update with new and better functionality.

Pett Myslík

I'm not sure what you mean by that. There's a recap of what alchemize does in the first option, but if that's not helpful just restate your question, thanks.

Shattered Pixel

I vote for #5: The beacon becomes _proper_ shop access - buying, too, with new items scaled to current level. For an UI, could be simpler to have it summon a fresh "floor" and stairs on the current tile (or a gateway trap, though the shop should "feel" non-magical, so maybe a ladder graphic could do, and one could text it was only hidden, not magicked in at all). Alchemize would in this scenario not be sold at all, to emphasize the thematical difference. Or remove for now and keep the idea for later. More shops is IMHO a good thing for more offer diversity, as at the moment a good run will buy nothing at all because there's never what you really want - except remove curse scrolls, and there's never enough of those. :grin:

Robert Heinig

Alchemize can transform only item at use, right?

Trashbox Bobylev


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