Revising Shop Stockrooms (delicate subject)

by Estarra

Back to Common Grounds.

Calixa2011-11-07 00:09:08
To avoid stockroom == perma-storage, how about a price limit? Right now you can charge millions for an item, making sure it won't get sold unless someone really REALLY wants to get back at you, and that'd be shooting themselves in the foot pretty hard.
Xenthos2011-11-07 00:10:35
You don't have to put something on sale for it to be preserved, that would be kind of awkward.
Malarious2011-11-07 00:10:45
What if the stockroom item itself destroyed duplicates and created them on the fly? I dont know how to explain it so I will try to do it in steps...

1) STOCKROOM STORE <#> (lets say store 10 origami)
2) All 10 are destroyed and a reference is added along the lines of "Quantity: 10 Design: 12345 Price: 100". The original 10 items do not exist now, when bought a copy is created at the normal decay of a crafters skill.
3) You go back to take some out. STOCKROOM ACCESS (ORIGAMI in this case). The system loads the remaining copies into their respective location and you can TAKE again.

Just a thought, could be a bad one, but I was hoping you can have mini databses that track multiple instances of objects by doing an on demand thing.
Unknown2011-11-07 00:10:46
Just cap the number of items in a stockroom, then sell increases to it (up to x) as a stockroom upgrade.

Simplest solution.
Anisu2011-11-07 00:12:04
Calixa:

To avoid stockroom == perma-storage, how about a price limit? Right now you can charge millions for an item, making sure it won't get sold unless someone really REALLY wants to get back at you, and that'd be shooting themselves in the foot pretty hard.

I much prefer decay over that, since more and more gold flows in lusternia prices should be able to rise, and I doubt they will want to reevaluate max pricings every 6 rl months.
Ssaliss2011-11-07 00:14:13
Personally, I'd say a pre-emptive "no" to decay in stockrooms, pending any other changes that happen. Non-decay in stockrooms keep items pristine; without it, buyers would have to worry about how long they've been in there etc. Plus, some of the more "permanent" fixtures in stockrooms (kegs, cubes, pedestals) would suffer from such a change; even if you sell what's in them, the kegs would still decay. And kegs don't come cheap either; I think I pay about 100k to buy a full set of shop kegs.
Malarious2011-11-07 00:17:30
I own a shop specially to preserve items as well. It does not tend to sell much, just usually what I have left over.
Anisu2011-11-07 00:23:09
Ssaliss:

Personally, I'd say a pre-emptive "no" to decay in stockrooms, pending any other changes that happen. Non-decay in stockrooms keep items pristine; without it, buyers would have to worry about how long they've been in there etc. Plus, some of the more "permanent" fixtures in stockrooms (kegs, cubes, pedestals) would suffer from such a change; even if you sell what's in them, the kegs would still decay. And kegs don't come cheap either; I think I pay about 100k to buy a full set of shop kegs.

100k every 200 rl days is...nothing, it might actually stop some of the artisan complaints.

Though I'm sure they'll implement one thing at a time. and give it time to see the effect.

Malarious:

I own a shop specially to preserve items as well. It does not tend to sell much, just usually what I have left over.

And hording is bad for databases, how many trophy heads do you have now in that stock room? (if it was you, might be misremembering)
Ssaliss2011-11-07 00:24:43
Anisu:

the biggest problem I actually see with this is that people will cycle all tradeskills to sell all designs and then settle on a resource skill like herbalist or jeweler. Or do you mean for people to declare a shop to a trade, in which case trades like cook will have rather unprofiteable shops.

You could combat that (if it's desired) by removing all jewelry-designs for sale in all shops you own if you skillflex out of jewelry. If you at the same time say that the only one that can put designs on sale are the ones owning the shops, that should remove all such problems.

If this becomes a reality, perhaps it'd even be possible to buy "contracts to manufacture", where you can buy a contract for, say, 100 of a design from someone with the skill to bypass such a limit. That would have to come at a cost though (a forced cost of X gold per item, where X varies depending on the item; 30 gold for a needle, 100 gold for a ring, etc). People could still skillflex all over the place to create these contracts themselves, but one that stays true to their trade would have a definite pricing-advantage over those that skillflex out.
Enyalida2011-11-07 00:25:20
Yeah, let's not put decay in store rooms. It puts products that just sell slowly at more of a disadvantage.

I like the idea of burning the item and just having a running tally. The same thing could then be done with enchantments. You have 100 opal rings, instead of having them as actual items, they are reduced to 'design 123: 100". When you buy one, it just creates the item and reduces the tally. Then, you go over to the... charged pentagram of Kingdom Rings (50) to apply a Kingdom enchantment, which then reduces THAT tally. Then you charge it from a cube. It adds one more step to the buying process, but everything is reduced to tally counts instead of entire items.
Estarra2011-11-07 00:29:18
One thing we were thinking of is removing decay from stockrooms but not for items for sale (but pair that with limiting the number of items for sale).

I like Sojiro's simple solution as well (put in a cap but add ways to upgrade).
Ssaliss2011-11-07 00:32:00
Estarra:

One thing we were thinking of is removing decay from stockrooms but not for items for sale (but pair that with limiting the number of items for sale).

I like Sojiro's simple solution as well (put in a cap but add ways to upgrade).

Removing non-decay for everything not for sale would only encourage people to sell the items they want left behind for several millions of gold though. Or put them in a bin with extremely limited permissions (i.e. only the person owning the shop or something).
Xenthos2011-11-07 00:32:55
Estarra:

One thing we were thinking of is removing decay from stockrooms but not for items for sale (but pair that with limiting the number of items for sale).

I like Sojiro's simple solution as well (put in a cap but add ways to upgrade).

This would be exceedingly frustrating to people who bought a manse shop for this purpose. :/
Estarra2011-11-07 00:35:39
Xenthos:

This would be exceedingly frustrating to people who bought a manse shop for this purpose. :/


You could just do what Ssalliss suggested and just put them in a bin with a high price where only you have permission.
Anisu2011-11-07 00:37:25
Ssaliss:

Removing non-decay for everything not for sale would only encourage people to sell the items they want left behind for several millions of gold though. Or put them in a bin with extremely limited permissions (i.e. only the person owning the shop or something).

but it counts to your limit so it is all good
Unknown2011-11-07 00:39:51
Since learning to run a shop, I've a bad habit of just dropping herbs in the stockroom, leaving them unrifted, because I want to separate sold herbs from the stuff I use for potions ingredients. Which I guess would go in the special high-price bin now.

I think the other thing taking up space is stock that's not moving or stuff that's been dropped and forgotten (which aren't easy to locate in a stockroom previously handled by another). If there was a way to list unpriced items, it'd be helpful.

If decay for non-priced items is implemented, please give us advance warning so we can find the unpriced items and move them.
Ssaliss2011-11-07 00:40:32
In essence, removing the non-decay for items not for sale and at the same time limiting the number of items for sale is identical to limiting the number of items in the stockroom, so they might as well go with that solution instead. If someone wants somewhere to store items while they decay, they can just buy a manse and drop them all there.
Ssaliss2011-11-07 00:41:32
Xikue:

Since learning to run a shop, I've a bad habit of just dropping herbs in the stockroom, leaving them unrifted, because I want to separate sold herbs from the stuff I use for potions ingredients. Which I guess would go in the special high-price bin now.

I think the other thing taking up space is stock that's not moving or stuff that's been dropped and forgotten (which aren't easy to locate in a stockroom previously handled by another). If there was a way to list unpriced items, it'd be helpful.

If decay for non-priced items is implemented, please give us advance warning so we can find the unpriced items and move them.

Do what I do and get pocketbelts for potions and use your personal rift/shop rift for herbs that are for sale.
Unknown2011-11-07 00:45:11
Estarra:


You could just do what Ssalliss suggested and just put them in a bin with a high price where only you have permission.

But wouldn't that still leave the same amount of items in the stockroom, just now they're all "for sale"? It seems to make more sense to just limit the amount of items you can have in the stockroom.
Ssaliss2011-11-07 00:46:32
Phoebus:

But wouldn't that still leave the same amount of items in the stockroom, just now they're all "for sale"? It seems to make more sense to just limit the amount of items you can have in the stockroom.

Part of that solution is to limit the number of items you can have for sale though. So for all intents and purposes, it's the same as limiting the number of items able to be stored in the stockroom.