Shatterblast
Dalayan Beginner
How about adding a couple or so vendors next to the coaches in West Badlands and South Freeport? I think that would be a decent idea.
Wiz has said that he is not adding any more vendors to Newport
Danku said:Another Idea. Surely this was considered at some point, but here goes. Have a percentage of the sale price be the charge for having a vendor? This would fix the (in my view) problem there is that only the ones with money can sell things via vendors. Maybe just have 10% of all sales go to the vendor itself? Would result in a sliding scale and allow everyone access to the vendor system. I think that you may also need to limit people to 1 vendor/ account if you did this though.
Tsabayne said:How about mobile vendors? Like a caravan of gypies that announce their arrival to town, stay there for an hour or two to let players browse their wares and then move on to the next city?
Lol, i can see a very annoyed bunch of ppl who WILL start to complain about this as they notice that their vendor(s) have moved off to another city... and its up to you to find out where they went =D
One of the benefits of distributing the vendors across many locations is that it reduces this kind of video and zone lag.Well, this system reminds me of the Auction House on WoW....where the enormous amounts of players hanging out there causes extreme amounts of lag and other issuses.
At the moment there really isn't much of an economy because usually there's only 2 or 3 vendors selling any given item at a time. More often than not there's just 1 vendor with a particular item, allowing the vendor to price gouge. As far as price wars and distorting the economy, this is the way free markets operate. Eventually prices stabalize according to supply and demand, it's a great system...the difficulty is finding a way to gaurd against farming. Changing the commision percentage of certain items or item types could be one way to solve this. Perhaps a counter could be included in the data-structure of each item. After each sale of that item the counter increments by 1. As the counter increments, so does the percentage commision for the item. So if in any given week 20 Geomaster Axe's sell, it would increment the commision percentage of that item by (20 X fixed percentage) for the next few days perhaps, diminishing at a pre-determined rate...like 4 points a day. So the commision percentage would be a floating number based upon the number of that item type sold over a period of time...the more scarely and item is sold, the lower the commision charge, the more frequently the item is sold, the higher the commision charge. This is a 'write it once and forget it' way to nip farming in the bud.Of course, we don't have that many people on this server, so I don't think the lag would be an issue...however, any type of searchability on a bazaar or auction house system seems to distort the economy and cause price wars.
I think the above suggestion of floating commision rates could solve that problem. The higher the commision for the sale, the more farming for any particular item is discouraged.If you add searchability, what happens is, something like Frost Giant Command Staff...easy item for anyone over 40 to get, will sell for like less than a vendor pays for it.
Since SoD has such a small player base there's little real-cash economic incentive for the kind of farming you're referring to. The floating commision would discourage it further. Also, Wiz has demonstrated that he will ban people who sell items or characters for cash. Those are 3 things that would be very effective at discouraging farming for real-world money. As for High-end items selling for a lot, that's the way it is now. Each of the high-end guilds has a selling bot in newport, and sets prices according to percieved value. Seems to work ok.Hiigh end items in turn become a price war for who can get the highest amount for them making them virtually impossible for 99% of the player base to buy them or vice versa. Happened on EQlive, happened on WoW, and I won't even touch the "chinese farmers" issue when bazaars and auction houses are implemented.
Yeah, the problem with doing that however is that the fee percentage needs to be correlated with the ammount of player traffic in any given area. Since this number is always changing, depending on role-playing elements, in-game changes etc. it would be difficult to manage. The value of a fixed commision percentage from any location is that wherever players find themselves, they are gaurenteed at all times to be on a level playing field for selling to other players.I did however like the idea of a percentage being taken from every sale versuses a high cost rental fee. There should be a fee, and the fee should be according to accessibility of the player base. Hence, Newport vendors would take a much larger fee from your sales than Grobb or Halas vendors. Maybe a small deposit of say, 100p should also be implemented for the use of the space, like 100p deposit, 100p rental per week plus a percentage of sales.
I think if farming is discouraged then a search by cost option wouldn't suffer from the side-effects you were referring to. Selling would simply be a way for players to benefit from the stuff they find along the way in their adventures, rather than a calculated re-interation of killing the same mob in the same zone over and over in order to maximize profits.I'm totally against the search function, except the one you have from running from vendor to vendor and keeping track of prices
On EQLive the search function caused prices to plummet for everything not rise. If people can search through items then the cheap ones sell first and no one wants to pay more so they wait for mroe cheap ones. I have no idea about WoW, but if that is what happened there then that was very weird.