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Re: market

Posted: Thu Sep 22, 2011 1:15 pm
by Monad
Biggs wrote:is the project cancelled?
Not cancelled we just have had more important issues to handle.

Re: market

Posted: Thu Sep 22, 2011 1:22 pm
by Biggs
yay!!! :D any new info? or things you can put to open discussion?

Re: market

Posted: Thu Sep 22, 2011 3:07 pm
by Aileth
Biggs wrote:aileth this market was ment to be 24/7 you goto it look around if the owner not there they could sell x ammount of items of the vendor.
What i meant is if its only open in the weekends I'd rather it begins by not have the npcs yet and roleplay (and when they're ready it can be implemented) and if the merchant is not online too bad, just leave your pidgeon or something, it never stopped anyone from selling.
If you want to ensure more people are online at the market time, establish a timeline ex: from 3pm to 7pm, that way there wouldn't be so many empty stalls.

Vending has always worked without npc's I don't see why we can't make a market without them now.
As gm's said there are more important things to do, just live with what you have now, a market with few players is imho better than a market full of npc's.

Re: market

Posted: Thu Sep 22, 2011 4:17 pm
by Biggs
npc would only sell a very small ammount of your items before having to be replenished giving the merchant / other chars time to play too, id like npc vendor to be your char you logged out with inside the stall but don't know if its scriptable.

Re: market

Posted: Thu Sep 22, 2011 4:37 pm
by Aileth
Biggs wrote:npc would only sell a very small ammount of your items before having to be replenished giving the merchant / other chars time to play too, id like npc vendor to be your char you logged out with inside the stall but don't know if its scriptable.

Don't think its scriptable because supposedly you can't have 2 characters on at the same time, if you intend to use the time you're off to play with other characters.

I see the market kind of like a special event (over the weekends), not like a permanent store (24/7). To me having permanent npc's will kill the roleplay that's left from being logged in the same screen and having to buy something from another player. Plus we don't have enough players to have a market running 24/7, it'll just be a ghost market with npc's.
Imagine you have the npc in the stall and you're right beside it: the players will just buy it from the npc and not say a word to you.

Although npc can be a good addition to the market, I want to point out that there can be a market without them, depending on gm availability to rent stalls and maintain the market.

Re: market

Posted: Thu Sep 22, 2011 5:29 pm
by Biggs
I am opposite to you, no npcs when player base is bigger makes more sense to me.

also I believe you are not understanding the benefits of ig only trade. I am not going to write them out you should do some research into "social experiment" in the poll section

Re: market

Posted: Thu Sep 22, 2011 6:55 pm
by Wolfie
Ok, first off yes good idea i would like to see players having their own vendors to sell thing when they are offline. [YES THIS CAN BE SCRIPTED SEEN IT BEFORE]

But i also don't think closing the boards is going to solve anything as these merchants are the exact same thing, anyone can buy a stall then just have their merchant stand there all day (No different then posting to the boards)

But with this idea, i would also like set time during the week that the market is "open" meaning that there should be people around to rp with.

Re: market

Posted: Thu Sep 22, 2011 7:54 pm
by Glarundis
i don't see what's wrong with the boards, not sure if it's necessary the vendor thing idea.
however, like wolfie, i would like a set time for the market to be open.
instead of passing by all the time and find no one (even if you could still buy stuff from the npc vendor) it would be more interesting to have a specific time where it would be more likely to find other ppl to rp with.

also, how will the market have enough place for every single merchant char in the entire game? (if everyone wanted a stall)

Re: market

Posted: Thu Sep 22, 2011 8:12 pm
by Breg
+1 too Wolfie's idea, we all play on different timezones. What could it really hurt if someone walks buy and actually bought something they needed compared to waiting for in on the boards when half the shards to arsed training skills? It makes sense...