Oh yes, I'm not complaining about supply and demand pricing, but rather the way it was implemented. The problem is that the merchants' inventories never change, so the prices always go down once you sell a merchant an item*. Thus, if I wanted to sell those bandits' long swords, I would wait until each character was carrying a couple of them, then sell them all in a single transaction. Not that the price per item decreased each time if I sold them individually, but only once when sold as a group,
Hmm, nice system and seems easy to fix:
- count selling groups of items same as selling them individually (each item in group costs less).
- spawn new enemies/NPCs taking their inventory from nearby shops so the most popular items disapear from the shops