Example 1: Basic Shop
Scenario: General goods merchant that buys and sells common items.- Sells common items with 5% markup
- Buys any item at 50% value
- Bought items become available for other players
Example 2: Specialty Blacksmith
Scenario: Blacksmith who sells weapons/armor and buys materials only.- Sells crafted items (limited stock)
- Only buys raw materials at 40% value
- Materials act as economic sink (not resold)
Example 3: Rare Item Vendor
Scenario: Vendor with infinite stock of rare consumables.- Never runs out of rare items
- Premium currency and markup
- Doesn’t buy items from players
Example 4: Recycler/Junk Dealer
Scenario: NPC that only buys junk items (economic sink).- Only function: remove junk from economy
- Pays very little (10% of base value)
- Items vanish when bought (economic sink)
Example 5: Event Merchant
Scenario: Limited-time merchant with special items.- Uses event-specific currency
- High buyback enables player trading
- Mix of tradeable and consumable items