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Post subject: User Created Shops/Markets |
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How would this work? Would there be certain days or events triggered in the game to create or allow users to go to the market and host their own shops? If you were to go the shop route would you need a special case to carry/hold all the items you are selling? ___________________________ |
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I'd much rather see a communal market with players occupying stalls than SWG style individual buildings with NPC shopkeeper hirelings. |
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old greg wrote: Make it easy to find a stall that's selling what you want to buy. Possibly with some sort of search function that would highlight the stall on a mini-map like a shopping mall you-are-here sign. THIS will be very important. A server wide search function. I think that a fee should be charged for putting the item up for sale. Also, it would be nice to be able to use the (trade network) to put a 'request' in for items. A fee should also be charged for placing an ad as well. Just thinking out load. I have no idea what the DEVs have in store for us. ___________________________ |
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I like the idea of markets and stalls, but I think forcing them to be staffed by actual players at all times is not a good idea. Maybe the stalls in the prime locations, or the biggest stalls are reserved for players who are going to be actively selling, but to me, just no... I might be interested in doing that from time to time, but I don't feel like it's adding much to force me to sit there the whole time. I like crafting, I like creating things, and I'll deal with customers for custom orders and special deals, but I see no benefit to sitting around a stall pretending I'm a wal-mart cashier, lol. Doesn't sound fun to me. So how about some NPC hirelings to man the smaller, less impressive stalls? Also, I still would want to run a shop out of my house as well, SWG-style. |
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If there is going to be stalls or a physical way to set up shop there needs to be a place set aside for the market. If there isn't, shops/ tents will pop up everywhere. It will become a big mess. I've seen this happen in other games. Shops everywhere, on spawn points, in the middle of streets, cluttering up nice areas fighting for the perfect spot. ___________________________ |
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I think if players want to sell anything in stalls, the player can do it anytime anywhere. Rules such as where the stalls should be and all that should be work by faction leaders so the leader can have freedom to experiment to see what works and what doesn’t. I do agree with you that things that are being sold should be on display within the stall and not in an inventory for players to look at. This would give the game a closer sense of realism and limit how much can be sold at once. Merchant players can also think about expanding their store and building a big building that can hold multiple items on display for players to buy. Merchant players who cooperate with each other can own big businesses in the world and create big buildings for players to visit and buy. These big businesses can also create emblems that represent their company and publicize these emblems by marking it on the cosmetic clothes they sell. ___________________________ Last edited by blandantey on Fri Jan 18, 2013 6:27 am, edited 1 time in total. |
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old greg wrote: Make selling require active player participation. I'm not sure I like this idea. As a casual player I'm already going to be spending a lot of my game time gathering resources and crafting, then after all that I'll have to stand around selling my stuff instead of doing other things in the game seems very tedious and will consume the limited amount of time I have to play the game. I would rather be spending my active game time doing PvE, PvP, and more crafting/harvesting. To me my "active participation" is the hours upon hours I've spent making my goods. Also, all this limits some players, we don't all play at the same time, so to have special times to sell would hinder players that play during non-peak hours. How are you suppose to sell stuff if no ones playing at the time that I play?? Some peoples real life work schedule doesn't make a live participation AH very fun and enjoyable let alone trying to make money during non-peak hours. I'm not opposed to the ideas, but I would hope that if they did an live AH market that for the casual players and folks that can't be gaming 24/7 that they have NPC vendors for your shop or house also! ___________________________ |
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blandantey wrote: I think if players want to sell anything in stalls, the player can do it anytime anywhere. I dont think it would be a good idea you could then sit on a npc and put shop on there blocking that npc. blandantey wrote: Rules such as where the stalls should be and all that should be work by faction leaders so the leader can have freedom to experiment to see what works and what doesn’t. I do agree on that point, and they should be able to raise a sell tax (with a maximum of 10%) but only on player owned city's npc owned towns should have a standart tax of 5%. blandantey wrote: I do agree with you that things that are being sold should be on display within the stall and not in an inventory for players to look at. This would give the game a closer sense of realism and limit how much can be sold at once. I agree on that part. blandantey wrote: Merchant players can also think about expanding their store and building a big building that can hold multiple items on display for players to buy. On this part it could be solved with the players house to make a store of it. Do note stores could be far from each other within a city. blandantey wrote: Merchant players who cooperate with each other can own big businesses in the world and create big buildings for players to visit and buy. These big businesses can also create emblems that represent their company and publicize these emblems by marking it on the cosmetic clothes they sell. Make a mechantguild but limmit it to 1 each fraction. blandantey wrote: About players occupying stores, I agree that no one wants to occupy a stall for a whole day. So I suggest that NPC characters be available for players to hire. Good idea but make it citybound. blandantey wrote: NPC character rules: - if the time that the player paid the NPC character is up, and the player has not return then the NPC character will do the following: They will pack up the store and leave. Agree on that then the spot on the market is free for the next player. blandantey wrote: - Merchant Players can also hire NPC guards that protect their goods from thieves and wanted characters. For this you have city guards. blandantey wrote: - All NPC characters will be able to be hired at the main city where they will only occupy that market for a couple of days. Players who want These NPC characters to stay longer will have to pay more money to the Enterprise that is sending the player these NPC characters. Make that each individual city and each guild for guildowned citys and a citycounsel for npc owned citys. Then guilds make some income out of this service and it would stimulate citycreation. blandantey wrote: - Traveling with these characters is allows, but players are responsible for the lives of these NPC characters. If they were to die, then the player will have to pay a huge fee to the enterprise and they may even cancel your contract with them for a certain amount of time preventing you from hire-ring more NPC characters. Players are also responsible for the guards that are killed also. If the player decides to kill one of the NPC characters or has let one of them to die without reporting to the company for a time of 2 weeks, The company will consider that player an outlaw and send out a bounty on that players head to be arrested (captured) or killed. I dont agree on this killing a npc should always outlaw a player for a certain time. If the player is seen in a city the npc guards should capture that player and put him in jail (the player can escape by braking out at his own risk of recapture). A auctionhouse should also be citybound this would increase players travelling around to look for the best sellingspots. And playerstorage should also be citybound for the sake of realism. However he can buy more storage in each city at the citycounsil / guild for a fee ofcourse. If a player would like to sell its items in a other city he has to transport them. ___________________________ |
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1. Nyrill wrote:"I don’t think it would be a good idea you could then sit on a Npc and put shop on their blocking that Npc." ___________________________ |
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7. Nyrill wrote: "I don’t agree on this killing an Npc should always outlaw a player for a certain time." ___________________________ |
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