I'd like to see an option to pay a lot of money and not have to worry about your shop for a whole year. Maybe to the tune of a couple million silvers. However, if you exercise this option, the shop MUST remain closed for that year. You can still enter it and perform SHOP functions as normal, you just can't unlock the door for business.
Peace cannot be kept by force; it can only be achieved by understanding. - Albert Einstein
Re: Shop idea on 04/20/2012 09:22 AM CDT
The biggest problem that I see with stacking gems & hides is that they can be of such wildly varying values. This in turn can become either a coding nightmare, or a service nightmare, depending on how much the players can be counted on to read and understand how things work.
One solution is "simple": set it so that you can stack any identical adjective/noun together, using only one shop spot, but record each items statistics individually. (Hint: this is NOT actually "simple". Identical shop items are, in fact, identical. Recording things individually is why there are only limited numbers of locker spaces/shop inventory spaces to be recorded.)
Another possible solution is the potential coding nightmare: set checks for ranges of similar items ("magnificent" quality skins versus "ragged" quality skins, "perfect" versus "superior" player-forged weapons, highly-purified/high quality gemstones versus cheap junk) and allow ONLY those which match to be stacked. They don't have to be precise (there is still some variance in value even within "magnificent" pelts) but they could be stacked. Add the silver-value of the added item to the aggregate value of the container's contents (+865 silvers to the stack of 39 pelts valued at 33127 silvers == 40 pelts valued at 33992), and when an item is bought you get one that is worth 849 silvers (33992/40 == 849.8 truncated).
Still another possibility is one I've suggested before, and the most likely to cause player squawks when they don't understand it: whenever two similar (adjective/noun) items are bundled, they assume the LOWEST value of any given item. Two "superior" forged weapons, one with STR/DU of 84/249 and one with 83/251 would both become 83/249 in the bundle; their silver values of 7382 and 6915 would both become 6915. And so on. Going back to the stack of pelts we were discussing before, if you take your 849-silver magnificent pelt and bundle it with your 865-silver magnificent pelt, you have a bundle of two 849-silver magnificent pelts. Adding an 823-silver pelt means you have three 823-silver pelts.
This last one is probably the easiest thing to implement, because everything in the stack actually is identical when you get done. It's also (by far!) the one most likely to cause customer service headaches.
One solution is "simple": set it so that you can stack any identical adjective/noun together, using only one shop spot, but record each items statistics individually. (Hint: this is NOT actually "simple". Identical shop items are, in fact, identical. Recording things individually is why there are only limited numbers of locker spaces/shop inventory spaces to be recorded.)
Another possible solution is the potential coding nightmare: set checks for ranges of similar items ("magnificent" quality skins versus "ragged" quality skins, "perfect" versus "superior" player-forged weapons, highly-purified/high quality gemstones versus cheap junk) and allow ONLY those which match to be stacked. They don't have to be precise (there is still some variance in value even within "magnificent" pelts) but they could be stacked. Add the silver-value of the added item to the aggregate value of the container's contents (+865 silvers to the stack of 39 pelts valued at 33127 silvers == 40 pelts valued at 33992), and when an item is bought you get one that is worth 849 silvers (33992/40 == 849.8 truncated).
Still another possibility is one I've suggested before, and the most likely to cause player squawks when they don't understand it: whenever two similar (adjective/noun) items are bundled, they assume the LOWEST value of any given item. Two "superior" forged weapons, one with STR/DU of 84/249 and one with 83/251 would both become 83/249 in the bundle; their silver values of 7382 and 6915 would both become 6915. And so on. Going back to the stack of pelts we were discussing before, if you take your 849-silver magnificent pelt and bundle it with your 865-silver magnificent pelt, you have a bundle of two 849-silver magnificent pelts. Adding an 823-silver pelt means you have three 823-silver pelts.
This last one is probably the easiest thing to implement, because everything in the stack actually is identical when you get done. It's also (by far!) the one most likely to cause customer service headaches.
Re: Shop idea on 04/20/2012 05:14 PM CDT
Re: Shop idea on 04/20/2012 05:20 PM CDT
Re: Shop idea on 04/20/2012 07:00 PM CDT
<<I'd like to see an option to pay a lot of money and not have to worry about your shop for a whole year. Maybe to the tune of a couple million silvers. However, if you exercise this option, the shop MUST remain closed for that year. You can still enter it and perform SHOP functions as normal, you just can't unlock the door for business.>>
In other words, you would like an additional 75 item locker. Because the purpose of a shop would be to sell items.
Re: Shop idea on 04/21/2012 05:05 PM CDT
In other words, sometimes I'm very busy and I'd like to not worry about the loss of my shop - something I've put considerable amount of time and effort into procuring and maintaining up until this point.
Peace cannot be kept by force; it can only be achieved by understanding. - Albert Einstein
Peace cannot be kept by force; it can only be achieved by understanding. - Albert Einstein
Re: Shop idea on 04/23/2012 11:45 AM CDT
<<The biggest problem that I see with stacking gems & hides is that they can be of such wildly varying values. This in turn can become either a coding nightmare, or a service nightmare, depending on how much the players can be counted on to read and understand how things work.>>
<<...>>
For the gems, it's not a big deal, since you get bounty credit for any gem that matches the correct type and they don't have to be a particular quality. For the skins, you're right, the quality does matter. An alchemy jar-like container for skins that only 'bundled' (not BUNDLEd but the normal use of the word) skins of the same quality would fix that. Put the first skin in the box (with a price), and whatever quality that one is sets the value for the box, and it will only accept skins of the same quality, ie:
put skin in box for 5000
Would then turn the box into a container of x quality skins all sold for 5000 each, and visitor would see the box as 'a large wooden box of magnificent roa'ter skins.'
<<...>>
For the gems, it's not a big deal, since you get bounty credit for any gem that matches the correct type and they don't have to be a particular quality. For the skins, you're right, the quality does matter. An alchemy jar-like container for skins that only 'bundled' (not BUNDLEd but the normal use of the word) skins of the same quality would fix that. Put the first skin in the box (with a price), and whatever quality that one is sets the value for the box, and it will only accept skins of the same quality, ie:
put skin in box for 5000
Would then turn the box into a container of x quality skins all sold for 5000 each, and visitor would see the box as 'a large wooden box of magnificent roa'ter skins.'
Re: Shop idea on 04/23/2012 03:36 PM CDT
I'd also like some sort of SHOP verb that can be used whether I'm in my shop or not that tells me when the last time I visited was, or better yet, when my shop will be repossessed if I do not visit by, ignoring repossession through failure to pay rent.
Peace cannot be kept by force; it can only be achieved by understanding. - Albert Einstein
Peace cannot be kept by force; it can only be achieved by understanding. - Albert Einstein
Re: Shop idea on 04/23/2012 03:38 PM CDT
>>Would then turn the box into a container of x quality skins all sold for 5000 each, and visitor would see the box as 'a large wooden box of magnificent roa'ter skins.'<<
Also, this is cool. Let's do this too. Make it a special container you have to buy for the shop, even. It can have X number of slots, that count towards the Y number of maximum item slots as per normal, but ONLY holds skins, performing as described above.
Peace cannot be kept by force; it can only be achieved by understanding. - Albert Einstein
Also, this is cool. Let's do this too. Make it a special container you have to buy for the shop, even. It can have X number of slots, that count towards the Y number of maximum item slots as per normal, but ONLY holds skins, performing as described above.
Peace cannot be kept by force; it can only be achieved by understanding. - Albert Einstein
Re: Shop idea on 04/23/2012 05:55 PM CDT
> I'd also like some sort of SHOP verb that can be used whether I'm in my shop or not that tells me when the last time I visited was, or better yet, when my shop will be repossessed if I do not visit by, ignoring repossession through failure to pay rent.
One of the quality of life enhancements I'm making is to put your last visited time in your shop manifest. It should be straightforward to add a line like 'You need to visit your shop in the next X days to assure the local authorities that you're still maintaining it.'
~V
One of the quality of life enhancements I'm making is to put your last visited time in your shop manifest. It should be straightforward to add a line like 'You need to visit your shop in the next X days to assure the local authorities that you're still maintaining it.'
~V
Re: Shop idea on 04/23/2012 05:58 PM CDT
> I'd like to see an option to pay a lot of money and not have to worry about your shop for a whole year. Maybe to the tune of a couple million silvers. However, if you exercise this option, the shop MUST remain closed for that year. You can still enter it and perform SHOP functions as normal, you just can't unlock the door for business.
I haven't really considered this idea. If I were to implement it, it would probably require that there be shop locations available in the town in which you want to lock up space for a year without using. That leads to the question of 'what about moving shops?' which would be a huge coding project.
~V
I haven't really considered this idea. If I were to implement it, it would probably require that there be shop locations available in the town in which you want to lock up space for a year without using. That leads to the question of 'what about moving shops?' which would be a huge coding project.
~V
Re: Shop idea on 04/23/2012 05:58 PM CDT
> This last one is probably the easiest thing to implement, because everything in the stack actually is identical when you get done. It's also (by far!) the one most likely to cause customer service headaches.
That pretty well sums it up. Suffice to say, this isn't on my tier 1 list to accomplish, but I would like to find a solution for it.
~V
That pretty well sums it up. Suffice to say, this isn't on my tier 1 list to accomplish, but I would like to find a solution for it.
~V
Re: Shop idea on 04/23/2012 07:51 PM CDT
Re: Shop idea on 04/24/2012 01:14 AM CDT
>>One of the quality of life enhancements I'm making is to put your last visited time in your shop manifest. It should be straightforward to add a line like 'You need to visit your shop in the next X days to assure the local authorities that you're still maintaining it.'<<
Thank you. Thank you. Thank you.
>>I haven't really considered this idea. If I were to implement it, it would probably require that there be shop locations available in the town in which you want to lock up space for a year without using. That leads to the question of 'what about moving shops?' which would be a huge coding project.<<
This becomes less important with the above 'timestamping' in place, though I still think it should be some kind of an option... maybe even a fee directly with Simutronics. I'd pay them a reasonable fee to ensure that even though my playing time is limited, my shop will remain for when I have more time to invest in it.
Lastly... premium benefits. Having 3 shop rooms is great. How about a longer period of grace with the local authorities for shop reposession as well?
If you can't tell, there's a sort of theme to my desires for improvements to the shop system. One I suspect many players share. Life happens, and while I enjoy my shops and Gemstone in general, it gets pretty low on the priority list sometimes due to... life happening.
One of the things that strikes me as redundant about the shop reposession system is that it's there to ensure that shops are being used. I think, with the secondary market between players for shops, there will never be a problem with that.
Peace cannot be kept by force; it can only be achieved by understanding. - Albert Einstein
Thank you. Thank you. Thank you.
>>I haven't really considered this idea. If I were to implement it, it would probably require that there be shop locations available in the town in which you want to lock up space for a year without using. That leads to the question of 'what about moving shops?' which would be a huge coding project.<<
This becomes less important with the above 'timestamping' in place, though I still think it should be some kind of an option... maybe even a fee directly with Simutronics. I'd pay them a reasonable fee to ensure that even though my playing time is limited, my shop will remain for when I have more time to invest in it.
Lastly... premium benefits. Having 3 shop rooms is great. How about a longer period of grace with the local authorities for shop reposession as well?
If you can't tell, there's a sort of theme to my desires for improvements to the shop system. One I suspect many players share. Life happens, and while I enjoy my shops and Gemstone in general, it gets pretty low on the priority list sometimes due to... life happening.
One of the things that strikes me as redundant about the shop reposession system is that it's there to ensure that shops are being used. I think, with the secondary market between players for shops, there will never be a problem with that.
Peace cannot be kept by force; it can only be achieved by understanding. - Albert Einstein
Re: Shop idea on 04/25/2012 06:26 AM CDT
Re: Shop idea on 04/25/2012 06:29 AM CDT
> One of the things that strikes me as redundant about the shop reposession system is that it's there to ensure that shops are being used. I think, with the secondary market between players for shops, there will never be a problem with that.
Repossession is mostly to close up the shops of people who have had, as you put it, to lower their Gemstone priorities due to 'life happening'. I'm not as worried about the transfer among active players.
One thing I would like to get y'all's feedback on is how to go about releasing permits for the repossessed shops. The current method is...flawed...shall we say. I'm tossing around ideas for a variety of methods, but I'd love to hear what you folks think is the best way.
~V
Repossession is mostly to close up the shops of people who have had, as you put it, to lower their Gemstone priorities due to 'life happening'. I'm not as worried about the transfer among active players.
One thing I would like to get y'all's feedback on is how to go about releasing permits for the repossessed shops. The current method is...flawed...shall we say. I'm tossing around ideas for a variety of methods, but I'd love to hear what you folks think is the best way.
~V
Re: Shop idea on 04/25/2012 09:09 AM CDT
Some sort of queue and / or lottery, limited by account not character would be what I want to see. Perhaps a list for each city: the character on the list has to be able to have a shop in the city, if they lose that ability they'd be dropped from the list (and would have to rejoin at the end). When a shop becomes available, it would alternate between the next person on the list and a random person on the list, or perhaps a weighted selection - the higher up on the list you are the better your chances, but anybody could win.
That way patience OR luck will get you shop, eventually.
That way patience OR luck will get you shop, eventually.
Re: Shop idea on 04/25/2012 12:21 PM CDT
>>Some sort of queue and / or lottery, limited by account not character would be what I want to see. Perhaps a list for each city: the character on the list has to be able to have a shop in the city, if they lose that ability they'd be dropped from the list (and would have to rejoin at the end). When a shop becomes available, it would alternate between the next person on the list and a random person on the list, or perhaps a weighted selection - the higher up on the list you are the better your chances, but anybody could win.<<
+1
LORDKRIP likes this.
Peace cannot be kept by force; it can only be achieved by understanding. - Albert Einstein
+1
LORDKRIP likes this.
Peace cannot be kept by force; it can only be achieved by understanding. - Albert Einstein
Re: Shop idea on 04/25/2012 12:42 PM CDT
Ideas on releasing:
- A raffle that you buy a ticket for in the town you want a shop each month
- Some type of task you need to complete to get a chance or ticket in the raffle each month
- Completely random time/date release of the shop throughout the month
- Clerk holds a town meeting every month and sells/spins/plays games for available shops
- Do renting instead of own. A shop becomes available, maybe one in each room becomes a rental that people can sign up to rent a room of for a month. You pay 50k for the month, you get to use one room of the shop that month, next month you'd have to sign up again
Ideas on turn around:
- Maybe instead of monthly rent they could pay for a 6 month lease which would run out after 6 months and then the shop would be available to someone else.
- one shop per account
- Shorter time frame for not visiting your shop (3 months)
- Using at least half or your available spaces in shop a majority of the time. (if you have a one room shop with a capacity of 25 items and you only have a pair of shoes for sale, you'd pay extra rent that month or get fined) Maybe after 3 months of continuously having less than 50% of your shop filled you'd lose your shop
- Customer Complaint format (customer complains that your sign said the sword was a 10x permablessed and it wasn't, after 3 such complaints you lose the shop)
- Require a merchant license that you'd have to keep up (dues, customer satisfaction ranting, etc)
I dunno really how to implement a list/raffle because every month the list/raffle is gonna be HUGE of people who want shops. Plus what happens if that person puts their name on the list and then quits for a year? Can they still get a shop? Will they have to be in game like a raffle to get picked for a shop?
~ Aquatriana's Player
- A raffle that you buy a ticket for in the town you want a shop each month
- Some type of task you need to complete to get a chance or ticket in the raffle each month
- Completely random time/date release of the shop throughout the month
- Clerk holds a town meeting every month and sells/spins/plays games for available shops
- Do renting instead of own. A shop becomes available, maybe one in each room becomes a rental that people can sign up to rent a room of for a month. You pay 50k for the month, you get to use one room of the shop that month, next month you'd have to sign up again
Ideas on turn around:
- Maybe instead of monthly rent they could pay for a 6 month lease which would run out after 6 months and then the shop would be available to someone else.
- one shop per account
- Shorter time frame for not visiting your shop (3 months)
- Using at least half or your available spaces in shop a majority of the time. (if you have a one room shop with a capacity of 25 items and you only have a pair of shoes for sale, you'd pay extra rent that month or get fined) Maybe after 3 months of continuously having less than 50% of your shop filled you'd lose your shop
- Customer Complaint format (customer complains that your sign said the sword was a 10x permablessed and it wasn't, after 3 such complaints you lose the shop)
- Require a merchant license that you'd have to keep up (dues, customer satisfaction ranting, etc)
I dunno really how to implement a list/raffle because every month the list/raffle is gonna be HUGE of people who want shops. Plus what happens if that person puts their name on the list and then quits for a year? Can they still get a shop? Will they have to be in game like a raffle to get picked for a shop?
~ Aquatriana's Player
Re: Shop idea on 04/25/2012 04:34 PM CDT
>>Maybe instead of monthly rent they could pay for a 6 month lease which would run out after 6 months and then the shop would be available to someone else.<<
Would this apply to everyone who owns a shop, or did you have something more elaborate in mind?
Peace cannot be kept by force; it can only be achieved by understanding. - Albert Einstein
Would this apply to everyone who owns a shop, or did you have something more elaborate in mind?
Peace cannot be kept by force; it can only be achieved by understanding. - Albert Einstein
Re: Shop idea on 04/25/2012 04:43 PM CDT
Ideas on turn around:
- Maybe instead of monthly rent they could pay for a 6 month lease which would run out after 6 months and then the shop would be available to someone else.
I am pretty much againt this suggestion. I have put a lot of time and effort into my shop and it is part of my character at this point. I would not want to see a change where this is taken away.
- one shop per account
I only have 1 shop but don't see an issue with 1 shop per character for folks that want to have more than 1 (assuming the process for getting a shop can be improved).
- Shorter time frame for not visiting your shop (3 months)
No issue on this one. 3 months is a long time for an active player to not visit their shop.
- Using at least half or your available spaces in shop a majority of the time. (if you have a one room shop with a capacity of 25 items and you only have a pair of shoes for sale, you'd pay extra rent that month or get fined) Maybe after 3 months of continuously having less than 50% of your shop filled you'd lose your shop
If you want to penalize underutilized shops I would think you would be better served by looking at sales. If somone only wants to sell one type of thing out of their shop they should be allowed to. If no one is buying anything out of the shop for an extended period then it is likely because it is being used as a locker (everything is priced not to sell) or because it is not being actively stocked. Maybe raise the monthly rent on the shops by a lot but then apply sales proceeds that are taken out against the rent to offset this for active shops.
- Customer Complaint format (customer complains that your sign said the sword was a 10x permablessed and it wasn't, after 3 such complaints you lose the shop)
I like the idea of a customer complaint format but think there is a large potential for abuse. What prevents a large number of folks from going around and complaining against shops just to see them closed? If there are serious penalties tied to complaints (losing your shop) then someone will need to police/review this. I would rather not see a system go in for this that takes time from more constructive activity. I do like the idea of being able to lodge a complaint that maybe potential buyers can see (some sort of shop Zagut rating).
- Require a merchant license that you'd have to keep up (dues, customer satisfaction ranting, etc)
There is already a monthly rental. Customer satisfaction is subject to abuse as described above.
-- Robert
- Maybe instead of monthly rent they could pay for a 6 month lease which would run out after 6 months and then the shop would be available to someone else.
I am pretty much againt this suggestion. I have put a lot of time and effort into my shop and it is part of my character at this point. I would not want to see a change where this is taken away.
- one shop per account
I only have 1 shop but don't see an issue with 1 shop per character for folks that want to have more than 1 (assuming the process for getting a shop can be improved).
- Shorter time frame for not visiting your shop (3 months)
No issue on this one. 3 months is a long time for an active player to not visit their shop.
- Using at least half or your available spaces in shop a majority of the time. (if you have a one room shop with a capacity of 25 items and you only have a pair of shoes for sale, you'd pay extra rent that month or get fined) Maybe after 3 months of continuously having less than 50% of your shop filled you'd lose your shop
If you want to penalize underutilized shops I would think you would be better served by looking at sales. If somone only wants to sell one type of thing out of their shop they should be allowed to. If no one is buying anything out of the shop for an extended period then it is likely because it is being used as a locker (everything is priced not to sell) or because it is not being actively stocked. Maybe raise the monthly rent on the shops by a lot but then apply sales proceeds that are taken out against the rent to offset this for active shops.
- Customer Complaint format (customer complains that your sign said the sword was a 10x permablessed and it wasn't, after 3 such complaints you lose the shop)
I like the idea of a customer complaint format but think there is a large potential for abuse. What prevents a large number of folks from going around and complaining against shops just to see them closed? If there are serious penalties tied to complaints (losing your shop) then someone will need to police/review this. I would rather not see a system go in for this that takes time from more constructive activity. I do like the idea of being able to lodge a complaint that maybe potential buyers can see (some sort of shop Zagut rating).
- Require a merchant license that you'd have to keep up (dues, customer satisfaction ranting, etc)
There is already a monthly rental. Customer satisfaction is subject to abuse as described above.
-- Robert
Re: Shop idea on 04/25/2012 05:57 PM CDT
Another thing I'd like to see (or at least discuss) would be an idea of a wider range of shop 'quality,' which is currently just 1 room, 2 room, or 3 room. Perhaps there could be small stalls in a central mall building that only hold 5 items, but are always available, current shops become mid-range shops with their current availability, and super-exclusive shops are created (which could as simple as a 4 room shop or as complex as a private property) with really limited availability.
At the very least I'd like to see some means of upward mobility to create some turnover in shops and let more people have an opportunity to get a shop.
At the very least I'd like to see some means of upward mobility to create some turnover in shops and let more people have an opportunity to get a shop.
Re: Shop idea on 04/25/2012 06:21 PM CDT
Re: Shop idea on 04/26/2012 07:48 AM CDT
> - Completely random time/date release of the shop throughout the month
> I think allowing the permit to go on sale at the time the shop is repossessed is fine. Just don't have a set time that it is repossessed
The release time on repossessed shops is definitely going to be randomized. They won't all be freeing up at 12:01 on the 1st.
> Some sort of queue and / or lottery, limited by account not character would be what I want to see. Perhaps a list for each city:
I'd been tinkering with the idea of a waiting list for each city, as suggested. I really like the idea of a weighted lottery for everyone on the list - I hadn't considered that wrinkle. They wouldn't immediately drop off the list if they lose qualification in that city, but the selection process would check them as soon as it drew, and just drop them and draw another if they were no longer qualified.
~V
> I think allowing the permit to go on sale at the time the shop is repossessed is fine. Just don't have a set time that it is repossessed
The release time on repossessed shops is definitely going to be randomized. They won't all be freeing up at 12:01 on the 1st.
> Some sort of queue and / or lottery, limited by account not character would be what I want to see. Perhaps a list for each city:
I'd been tinkering with the idea of a waiting list for each city, as suggested. I really like the idea of a weighted lottery for everyone on the list - I hadn't considered that wrinkle. They wouldn't immediately drop off the list if they lose qualification in that city, but the selection process would check them as soon as it drew, and just drop them and draw another if they were no longer qualified.
~V
Re: Shop idea on 04/26/2012 03:39 PM CDT
>>The release time on repossessed shops is definitely going to be randomized. They won't all be freeing up at 12:01 on the 1st.<<
As long as it's the release time that's random, and not the repo time, that seems awesome. However, I would wonder/point out that if it's kinda like a lottery... would one need to be logged in, just like the raffle system?
Additionally, I think the lottery idea proposed by SHAFTJ is good. It provides, as he says, opportunity to both the patient and the lucky.
Peace cannot be kept by force; it can only be achieved by understanding. - Albert Einstein
As long as it's the release time that's random, and not the repo time, that seems awesome. However, I would wonder/point out that if it's kinda like a lottery... would one need to be logged in, just like the raffle system?
Additionally, I think the lottery idea proposed by SHAFTJ is good. It provides, as he says, opportunity to both the patient and the lucky.
Peace cannot be kept by force; it can only be achieved by understanding. - Albert Einstein
Re: Shop idea on 04/26/2012 06:22 PM CDT
Re: Shop idea on 04/26/2012 07:27 PM CDT
> As long as it's the release time that's random, and not the repo time, that seems awesome.
There would be some variance in the repo times - it could happen anytime after the repo conditions are met, based on when the area gets scanned for dead shops.
> However, I would wonder/point out that if it's kinda like a lottery... would one need to be logged in, just like the raffle system?
The current implementation I'm thinking of would give you a week to claim your spot, with a runner coming up to let you know that the spot is available on login. Subject to change, of course. :)
~V
There would be some variance in the repo times - it could happen anytime after the repo conditions are met, based on when the area gets scanned for dead shops.
> However, I would wonder/point out that if it's kinda like a lottery... would one need to be logged in, just like the raffle system?
The current implementation I'm thinking of would give you a week to claim your spot, with a runner coming up to let you know that the spot is available on login. Subject to change, of course. :)
~V
Re: Shop idea on 05/03/2012 02:25 PM CDT
I'm late to the conversation but I think I've read most of these posts in recent months scattered across the various topics. For me the biggest issue is being able to stack certain items: jaw/needle/vial/crystal/sphere traps, gems, wands. I'd like to keep LM traps available in my shop but they don't sell too often and they'd overflow like crazy. I used some space in my shop as a stockpile as well (small statues and moonstone cubes). It would have been nice when I was using a wand bow to be able to have my wands stacked up as well. That's probably the biggest issue as a shop owner.
As a shopper, it would be nice to weigh, loresing, assess, and analyze things. It would also be great if we had a way to know how many items were stockpiled.
The raffle-like distribution mechanism for closed shops seems pretty good as well.
As a shopper, it would be nice to weigh, loresing, assess, and analyze things. It would also be great if we had a way to know how many items were stockpiled.
The raffle-like distribution mechanism for closed shops seems pretty good as well.
Re: Shop idea on 05/04/2012 11:35 AM CDT
> For me the biggest issue is being able to stack certain items: jaw/needle/vial/crystal/sphere traps, gems, wands. I'd like to keep LM traps available in my shop but they don't sell too often and they'd overflow like crazy. I used some space in my shop as a stockpile as well (small statues and moonstone cubes). It would have been nice when I was using a wand bow to be able to have my wands stacked up as well. That's probably the biggest issue as a shop owner.
Stacking of items is definitely a concern, and I want to figure out a solution for that. I'm thinking out loud here, but what if we offered a special table that would allow stacks of various items so that it only counted as 1 for the purpose of your inventory, but tracked how many of what quality of that item were put on the table. The items would need to have been certified with a loresong or something, so that the info would be available to the buyer. So if you had wands, for example, someone looking at the table might see "You see a table piled with 13 silver wands in various conditions of repair." GET WAND would display a list of wands like so:
1. Silver wand, 8 charges
2. Silver wand, 12 charges
3. Silver wand, 14 charges
etc.
You could then click the linky in SF or use GET SECOND WAND, knowing exactly how many charges were in that one. The shop owner could set the price for each.
It would probably be limited to one such table per shop room, and the tables would probably have to be specific for the item - a weapon table, a skin table, a magic item table, a gem jar, etc.
Again, this is just design speculation, I have no plans to implement this any time soon, if at all, but I can at least see a way that I could code this without forcing every item in the stack to be perfectly identical.
~V
Stacking of items is definitely a concern, and I want to figure out a solution for that. I'm thinking out loud here, but what if we offered a special table that would allow stacks of various items so that it only counted as 1 for the purpose of your inventory, but tracked how many of what quality of that item were put on the table. The items would need to have been certified with a loresong or something, so that the info would be available to the buyer. So if you had wands, for example, someone looking at the table might see "You see a table piled with 13 silver wands in various conditions of repair." GET WAND would display a list of wands like so:
1. Silver wand, 8 charges
2. Silver wand, 12 charges
3. Silver wand, 14 charges
etc.
You could then click the linky in SF or use GET SECOND WAND, knowing exactly how many charges were in that one. The shop owner could set the price for each.
It would probably be limited to one such table per shop room, and the tables would probably have to be specific for the item - a weapon table, a skin table, a magic item table, a gem jar, etc.
Again, this is just design speculation, I have no plans to implement this any time soon, if at all, but I can at least see a way that I could code this without forcing every item in the stack to be perfectly identical.
~V
Re: Shop idea on 05/04/2012 03:15 PM CDT
>It would probably be limited to one such table per shop room, and the tables would probably have to be specific for the item - a weapon table, a skin table, a magic item table, a gem jar, etc.
>Again, this is just design speculation, I have no plans to implement this any time soon, if at all, but I can at least see a way that I could code this without forcing every item in the stack to be perfectly identical.
Possible alternative to stacking, why not allow us to have excess inventory beyond what we're allowed to sell at the moment, similiar to how the pawnshop operates. If I have 22 wands to sell and I specify the arcana table which can display 10 items at one given time, then as a wand sells another would placed on the table already pre-priced. It should also attempt to replace the sold item with a like item if one is available. I would agree to only having 1 table like this per room.
Re: Shop idea on 05/04/2012 04:13 PM CDT
I like the shop hopper concept where maybe you have up to 5 items on display with 5 corresponding bins in the hopper that you can toss things into. As an item is purchased, then the next item from the corresponding bin is placed on display. Each bin can contain similar or dissimilar items but only one item from each bin would be on display at a time. There could be some max capacity set on the entire hopper.
-- Faulkil
-- Faulkil
Re: Shop idea on 05/04/2012 06:29 PM CDT
I don't know if this overlaps with the player mail system, but it would be nice to be able to set up an item for sale to a particular character. Right now, you can ban individuals from your shop, but you can't set an item up for sale to a single person. Also, it would be great if we could set lower discounts. Right now the lowest discount you can set is 50%.
Re: Shop idea on 05/04/2012 08:00 PM CDT
Re: Shop idea on 05/04/2012 08:26 PM CDT
I like the shop hopper concept where maybe you have up to 5 items on display with 5 corresponding bins in the hopper that you can toss things into. As an item is purchased, then the next item from the corresponding bin is placed on display. Each bin can contain similar or dissimilar items but only one item from each bin would be on display at a time. There could be some max capacity set on the entire hopper.
To expand on this idea such that it might avoid the psuedo-locker concern:
Set a dial on each bin (or on the hopper) such that the shop owner can select from predetermined values between 1k and 50k (or some other reasonable range). This should keep anything on the table in an affordable (and non-psuedo-locker) status.
-- Faulkil
To expand on this idea such that it might avoid the psuedo-locker concern:
Set a dial on each bin (or on the hopper) such that the shop owner can select from predetermined values between 1k and 50k (or some other reasonable range). This should keep anything on the table in an affordable (and non-psuedo-locker) status.
-- Faulkil
Re: Shop idea on 05/05/2012 06:01 PM CDT
Re: Shop idea on 05/06/2012 12:42 PM CDT
Re: Shop idea on 05/06/2012 04:13 PM CDT
"We're not going to expand inventory allowances at this time."
"...we will not be expanding item limits at this time."
"...but we are not going to do any item limit expansions at this time."
-- SGM Sleken
So what is it you are trying to say? :p
I'm just putting out ideas which may spur additional conversation, ideas, etc. and which may or may not be used now or in the future. My only expectation at this time is that we may see something that looks like a
shop enhancement release within the next 2 week to 5 year timeframe.
-- Robert
"...we will not be expanding item limits at this time."
"...but we are not going to do any item limit expansions at this time."
-- SGM Sleken
So what is it you are trying to say? :p
I'm just putting out ideas which may spur additional conversation, ideas, etc. and which may or may not be used now or in the future. My only expectation at this time is that we may see something that looks like a
shop enhancement release within the next 2 week to 5 year timeframe.
-- Robert
Re: Shop idea on 05/06/2012 04:48 PM CDT
I'm just trying to make it clear that we won't be expanding item limits. More often than not, we can discuss something and someone will throw a hissy fit when something that was never confirmed doesn't show up in a release. I'm not trying to keep people from posting ideas, in fact, please do. I just want the confusion to not happen here.
SGM Sleken
SGM Sleken
Re: Shop idea on 05/06/2012 05:59 PM CDT
<<I'm just trying to make it clear that we won't be expanding item limits. More often than not, we can discuss something and someone will throw a hissy fit when something that was never confirmed doesn't show up in a release. I'm not trying to keep people from posting ideas, in fact, please do. I just want the confusion to not happen here. SGM Sleken>>
I'm just curious for the most part, but do you see shops being used as lockers as a shop problem?
Would you be for or against fees to encourage shops to be more shop-like?
Re: Shop idea on 05/06/2012 09:28 PM CDT