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Recettear: An Item Shop's Tale / Re: A few queries...
« on: March 05, 2012, 06:39:22 PM »
Ah, okay, thanks. And sorry, yeah, I kinda made it confusing by multiposting across so many boards, but each board for Recettear isn't very active so I wanted to increase my chances of getting a reply
I'll repost my response here in case it's more convenient:
@Reikken
Thanks for all the advice!
1. Ah, okay, so people still are averse to paying more than an item is worth in a vender, but are more likely to buy items they normally wouldn't? Sort of like putting the items under a bag so people will buy stuff they might not like, as long as it's a fair price?
3. Ok, that helps then. I seem to recall several times where even after 2 or 3 days the Guild would be Out of Stock on the best weapons, but it's possible I'm misremembereing.
4. When you say it gets you more customers, do you mean the adventurers who start to come to your shop when you unlock them? Or does going into the dungeon cause more regular people to come to the shop? If it's just unlocking adventurers, does it actually result in a net increase in # of customers per day, or does it just turn what would have been an Old Man into, say, Louie, if you've unlocked him?
Oh wow which dungeon and floor do you use? Was that all in a single trip? Apparently I'm going to the wrong dungeons o_0. I never get anything even remotely close to that in floors 15+ of the Amber Garden dungeon. I usually come back with a 30 item sack full of antivenoms and bat wings. Plus I think I've gotten a total of... 3? charred lizards across my entire game, counting my first loop (and I had to use 2 of them to unlock the mage both times), so maybe the Random Number Gods just hate me
I hardly ever get enough of the proper ingredients for fusions, I just get tons of ingredients for fusions that I don't have a missing ingredient for.
5. That seems useful enough. The big emphasis that Tear puts on them in the tutorial just made it seem like they were super important for the shop as a whole or something.
I'll repost my response here in case it's more convenient:@Reikken
Thanks for all the advice!
1. Ah, okay, so people still are averse to paying more than an item is worth in a vender, but are more likely to buy items they normally wouldn't? Sort of like putting the items under a bag so people will buy stuff they might not like, as long as it's a fair price?
3. Ok, that helps then. I seem to recall several times where even after 2 or 3 days the Guild would be Out of Stock on the best weapons, but it's possible I'm misremembereing.
4. When you say it gets you more customers, do you mean the adventurers who start to come to your shop when you unlock them? Or does going into the dungeon cause more regular people to come to the shop? If it's just unlocking adventurers, does it actually result in a net increase in # of customers per day, or does it just turn what would have been an Old Man into, say, Louie, if you've unlocked him?
Oh wow which dungeon and floor do you use? Was that all in a single trip? Apparently I'm going to the wrong dungeons o_0. I never get anything even remotely close to that in floors 15+ of the Amber Garden dungeon. I usually come back with a 30 item sack full of antivenoms and bat wings. Plus I think I've gotten a total of... 3? charred lizards across my entire game, counting my first loop (and I had to use 2 of them to unlock the mage both times), so maybe the Random Number Gods just hate me
I hardly ever get enough of the proper ingredients for fusions, I just get tons of ingredients for fusions that I don't have a missing ingredient for.5. That seems useful enough. The big emphasis that Tear puts on them in the tutorial just made it seem like they were super important for the shop as a whole or something.