IDEAS FOR RYZOM


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#16 [en] 

@Loved -

My post was meant as a comment that your suggestion would *not* improve the system. Fewer slots would discourage vending and selling of materials, materials that regularly do sell and which allow crafting grinders to buy at reasonable prices without hunting or digging themselves.

With the number of players and the wide range of possible items that might be offered, reducing the number of slots will not help in selling armor, jewels or weapons since it will not allow any crafter to offer a variety of goods. (Half of your proposed number of slots is *one* set of jewels.) My example of a person who can wear q140 not wanting q120 was meant to emphasize that more offerings will be necessary for the vendor system to work.

A longer time of offer (unless it is indefinite, which has its own problems) merely means that items will be destroyed after a month (or whatever) instead of a week. That means an even more likely chance of "forgetting to renew."

@Gidget --

I find that it sometimes takes 2 - 3 days for my mats to sell, especially when I put them up on an early weekday. I find that my offerings of jewels sell one or two items on a set in 7 days, which means that my effort in making a complete set is wasted anyway.

Any adjustment of interval should be in units of whole days, just so that those of us who are able to recycle don't have to come on a unusual hours to do so. :D

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Remembering Tyneetryk
Phaedreas Tears - 15 years old and first(*) of true neutral guilds in Atys.
(*) This statement is contested, but we are certainly the longest lasting.
<clowns | me & you | jokers>

#17 [en] 

sure, if you sell mats cheap enough they will sell quickly, this is not in dispute

what if I want to sell a few exe weapons armor and jewel sets in all 4 lands and leave them there for a while?

this post is not limited to just mats

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#18 [en] 

I have seen that 'Slots' seem to have a meaningless effect for me, so I don't care or have no opinion about them, but.. as for time for mats to expire on merchant, well, seems 6 days is a bit to quick, so i would not be opposed to something like maybe 2 weeks, or maybe 1 month at the most, but never would I agree to 6 months. Imagine wading through 12 million crafted mats/items/ etc. that have been put up on the merchant in the last 6 months? Forget it! It dictates that it simply will not sell, so let it be lost.
If you want it up longer (for storage, admit it!), then pay for it! 1 month is longer than enough to tell if the item will sell.

#19 [en] 

Bitttymacod
A longer time of offer (unless it is indefinite, which has its own problems) merely means that items will be destroyed after a month (or whatever) instead of a week. That means an even more likely chance of "forgetting to renew."

The biggest problem I see is that items are destroyed after their resale time went out (I lost some k mats and other items).
They should just stay on the resale tab after their resale time is run out, being invisible to others on resale, staying there for infinite time (and block resale slots).

The period of time items stay on resale and the number of slots could also be adjusted, but the current ratio should be maintained with the goal to have not much more (especially low quality) items on resale.
For example, 14 days duration/64 slots or 30 days duration/32 slots.

Further, the current max price on resale is insufficient, it does not reflect the value of most things with supreme quality. The current base price on the marked should be doubled.
The prices for npc vendor items, armor, tools, mats, whatever should go the other direction and be half or less of what it is now, it’s not a money sink, it’s mostly an annoyance for little/new players.

#20 [en] 

There are clearly 2 camps with different points of view on this idea so I tried to come up with an idea that might satisfy some of the issues both have.

So how about a new system where you can still place items on the merchants for sale as normal but what happens to them once they 'expire' changes? After a set period, e.g. the existing 7 days, rather than the merchant throwing them away, they take it off the 'shelf' and put it into their 'warehouse'.

In other words, the items don't appear on the list any more but aren't gone yet. When the player who put them up for sale next logs on, they receive a message and have to go to the merchant, open a warehouse tab to either destroy the item or put it back on sale.

After a set period, say 2 months (definitely not more than 6), the merchant has a clear out and destroys any items that the owner hasn't dealt with.

I think that this would solve the issue for players who are cursed by RL but also reduce some of the potential clutter.

I'm aware this idea would require a lot more dev work than just extending the expiry deadline; I'm assuming the existing time limit is a number in some config file/database and would be easy to change.

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Elder Of Atys

Chasing the DING!
katriell
You can't "complete" the mainland. If one thinks one has seen or done everything there, one is kidding oneself. But be prepared to "get out what you put in," because the mainland does not coddle or hold hands.
Remickla (atys)
Other games - they give you a cookie whether you succeed or not, in fact you don't even have to participate. Ryzom takes your cookie, eats it in front of you, and slaps you 2 or 3 times for bringing a cookie in the first place.

#21 [en] 

Yubina's and Neelas ideas are a lot more well thought-out
Hence the topic was a success, we have some really good solutions

Realistically:
change existing variables
reduce slots and increase time as suggested
128/7 days 64/14 days 32/1 month 16/ 2 months

It would be awesmoe if we could actually PICK the way we want from above but thats not just a change of a variable so i'd be more for 32 slots 30 days

Ideally:
actually change the expiring mechanics to make the items go somewhere the player can get the back (with a second expiring date, example, after 14 days your items go into storage for another 30 days then are destroyed)

Other topics for fixing npc pricing and base sell price are already in existinece and will continue to be reposted but none of this really seems to be a priority

I undertand that labour and time are being used, and they are limited... to add new things. I get that. Changing a few variables in a config file to fix this issue is not a lot to ask

If we can actually agree on days/slots changes, it should be implimentable

I have lots a lot due to RL interference and I no longer really list anything, it's very disheartening

P.S.
@bitty, my 40 slots was just a made up number at the start, i did state that it was merely to suggest a balance, reduce slots to increase time in some fair exchange to prevent some clogging, i later did add that i'd prefer to have more slots, yubi's proportional changing idea articulates the theory i was trying to put forward

Last edited by Loved (8 years ago)

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#22 [en] 

What if items selling price just incrimentally decreased over time, and once it was below a certain point it is destroyed. This should work well for mats I think, but not so much for ex or sup gear- that might need another system of a NPC auctioneer/bazzar/etc, or a pay service at the merchant to keep the gear on shelves longer, or return to seller if not sold.

#23 [en] 

Because people will wait the lowest price before buying anything ?

Most of the homins are using merchant as extra storage and sometimes to sell weapons or armors.

I think the point here is more like : does the merchant could keep my mats for more time ... ? which is not their role at the beginning.

About selling weapons/armors, each time i'm selling some (even if they are with bad stats) an announcement on universe channel allow me to sell everything in less than a day.
Also, increase the retention time will limit the renew of items no ?
Increase the amount of item you can sell ? well it will not hurts anyway.

The real problem is not the merchant but the in-game economy.

#24 [en] 

Hi Sinvaders thank you for posting your reply
I agree the economy does have problems

While few are likely to believe it, fewer slots can help jumpstart an economy

If you can't store as much, you store what you want to and buy what you don't store, it does work and I attest to this with personal experience in other MMOs

But putting that aside, one reason for the extending of time is to allow people who sell things that do NOT stack, more effectively

As bitttymacod has stated, it takes a long time to sell a set of jewels because sometimes people just buy a few pieces

Also as myself and yubina have stated, we have sold GOOD things are GOOD prices and people did not buy them

Yes this is a problem with the economy but consider this possible chain of events:

Seller makes nice items and sells at reasonable prices, and works hard to get all their items in all lands.

Sellers lose their items and are made to sell very cheaply anyway
Sellers don't try to sell anymore because it's inconvenient

Buyers don't see anything selling because of this
Buyers get used to nothing being good on the vendor
Buyers don't buy anymore

I personally adore people who list good things and I am always buying, and I feel bad for them because it is a LOT of work to keep your things on the market every 7 days

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#25 [en] 

I wonder how much less stuff there would be clogging the shelves if we had the option to buy additional storage, both personal and in the form of expanded guild halls.

Then again, I suppose that if we could expand our storage then we would see a dramatic decline in the number of alts and alt guilds. How much of the population of Atys is mere warehouse alts?

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Do not assume that you speak for all just because you are the loudest voice; there are many who disagree that simply have no desire to waste words on you.

#26 [en] 

I ended up getting a GH because I can't adequately store mats for crafting simple suface excellent mat recipes

I wouldn't have to store all the mats if I could buy some reasonably and sell some reasonably, I would for example focus on amber and seed and buy my armor mats from someone else

Both of us should not have to worry, oh no only 3 days left...

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#27 [en] 

When selling gear I just used to log on alt after 6 days - take everything off - log alt out and back in again and stick it back on the market - sales used to vary so difficult to judge a length of time - every 36 hours would have made me not sell anything
Do enough homins know about the sort tabs at the bottom - like which weapon (amp) and level (above 70)?

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Binarabi
This idea of "I'm offended". Well I've got news for you. I'm offended by a lot of things too. Where do I send my list? Life is offensive. You know what I mean? Just get in touch with your outer adult. (Bill Hicks)

#28 [en] 

Only just yesterday a Cookie was saying "I miss Binarabi's sold stuff, she used to sell a lot"

It's like a dying thing now, the hassle is great

Perhaps not everyone knows about the sort things, I'll add it to our FAQ

Thanks for posting =]
More time will help everyone and less slots can handle clutter and support trading, this is my position

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#29 [en] 

A note on the economy (totally aside from the discussion on possible changes to the vendors):
There is only a problem with the economy if you think that the in-game economy is a cash-based economy. It isn't.

The economy on Atys is an economy of abundance, not one of scarcity. (Even sup and OP mats are abundant at the current population.) Cash economies only really work in cases where there are limited supplies of raw materials (and for that matter, limited supplies of money).

Any attempt to "make the economy work," in the sense of having spending money for stuff be a prominent part of it, will fail in either a very short or medium short time. It had failed before the server merge, and the attempt to "fix" it failed within months thereafter (with the added burden on new players due to the high NPC prices). The only reasons we need dappers now are role-play items with NPCs (i.e. conversion, transport, and OP battles). Those do not reflect the true inter-player economy.

Comparing Atys to Terran human societies in a region of abundant raw materials (e.g. Northwestern Amerind societies, jungle dwellers in the tropics) you see craftsmanship as the most valued thing, and the craftsman(woman) generally gives the items away as a way of gaining prestige. If items are not given away, they are bartered.

-- I have only played one game that had a viable micro-economy. It had a programmer that worked full time at tweaking the economy to keep the money supply stable, developing sinks and in-game pleasurable sources, and he was always at least one step behind the players.--

As for Bina's stuff, I'm not sure you can blame that on the vendor system so much as the fact that she isn't playing any more.

P.S. I like the "warehousing option". I'd even be willing to pay a nominal rent for warehouse space. It would definitely put a stop to using the vendors as warehouses.

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Remembering Tyneetryk
Phaedreas Tears - 15 years old and first(*) of true neutral guilds in Atys.
(*) This statement is contested, but we are certainly the longest lasting.
<clowns | me & you | jokers>

#30 [en] 

Indeed there are too many sups about... not discounting that
But it IS possible to play in a way that discounts the veteran players and play with new players instead, as new players

Newer players haev the choice not to take as many free things, choose to trade among themselves, ignore things that sell that they don't need, etc

It's atually working quite well for our group

In any case, about bina, I used that example to show that people did and do love to buy thngs and it sucks that it's less common now for someone to take the effort to sell things of that kind of quality

I am aware she no longer plays, but the craftswomanship lives on

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