Revising Shop Stockrooms (delicate subject)

by Estarra

Back to Common Grounds.

Anisu2011-11-07 00:47:58
Ssaliss:

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.

There might be some code issues with limiting items in a room in that manner. Depending on how rapture is coded players can also be items in a room.
Unknown2011-11-07 01:03:58
I think the most painful thing for the playerbase will be the 120,000 items that need to be deleted. Any thoughts about that yet?
Xiel2011-11-07 01:05:34
Ssaliss:

Expanding a bit on Xenthos' idea... How feasible would it be to let a jeweller, for instance, put cut gems in the rift and then put designs on sale, and the items would be created (and the rift reduced) as designs were bought? That would remove the entire need to stock several of the same item. It might be a bit limiting with a shoprift of 2000 in those cases though.


I think this would definitely be interesting, and I quite like it.

Estarra:

Keep in mind that even if we were to code this, it would only be possible to create items with normal commodities and not some of the strange commodities we have (like merians, etc.).


What if probing the design being sold showed the current commodities needed for it so that people would know what it takes to make? That way, have the point of purchase code check for the commodities in the inventory first before buying from the shop so that the more unique designs which use non-normal commodities might still be sold in such a manner?

---

I know shops are used as middlemen for people to not have to bother finding say, an enchanter for their basic rings. Instead of people stocking 100 rings of each enchantment, would it be possible to just sell enchantments on cubes just like energy recharges are sold on cubes? That way, people can just buy the ring design they like with the system set in place above and buy a charge of the enchantment they want from a cube on that newly made ring of theirs.

This way, multiple enchantments are condensed into one thing (a cube loaded with 236 mercy charges, for instance) rather than 236 different single charge mercy rings. The same could theoretically be done with enchanting robes with a cube doing the same thing as enchanters do now instead of shopkeepers stocking 50 different robes with 50 different levels of enchantments.
Ssaliss2011-11-07 01:05:42
I've looked through the PORTAL SEARCH SHOPS for rings and needles, and there are still about 6000 needles out there. The number of rings are about 4000. I'm guessing clothes are up there in the thousands as well.
Unknown2011-11-07 01:05:43
I went through the manse shop I let someone (who I miss and needs to log on more) use and found 885 bloody ears and a variety of disembodied limbs. I pulled the ears out to naturally decay, and fed the limbs to my manticore.

(Nobody has ever written those sentences before, ever.)

However, it did make me think. I have a nice little pile of poison vials in there for personal use, that I really don't need as a bard. If say, character inventories were suddenly limited, that would be pretty annoying for anyone who has to lug around a big pile of curatives and a big pile of poisons.

I suppose everyone could switch to lugging around a keg of everything, and refilling the same vial for each as they go, but that would be really expensive and quite a pain in the but to switch refilling reflexes to a new vial every time it got replaced. There's also that new artifact that links kegs and vials together- which would be quite good- except that it's not even remotely economical to do that for everything credit wise.
Xenthos2011-11-07 01:05:50
Akui just found some 880-odd-ears that are on their way out over the next couple of days.

I've got flowers that, if given some way to combine or make them non-disparate items I would leap on. I'll also probably just delete most of the honeycakes. Maybe just give the fae sugar-overdoses.

I'm kind of bothered about the vials. There are so many vials with things in them that are just a pain to deal with, I don't want to go through them one-by-one. Might be better just to find random newbies to give them to, they'll auto-decay after a while. :|
Ssaliss2011-11-07 01:08:28
Xiel:

What if probing the design being sold showed the current commodities needed for it so that people would know what it takes to make? That way, have the point of purchase code check for the commodities in the inventory first before buying from the shop so that the more unique designs which use non-normal commodities might still be sold in such a manner?

That could easilly wreck havoc with pricing though. Would you still expect to pay full price for a ring if you provided the gems needed? Plus, shops are for bulk sales; if you want something fancy, I have no problems with having to go to a "real" jeweller.
Xiel:

I know shops are used as middlemen for people to not have to bother finding say, an enchanter for their basic rings. Instead of people stocking 100 rings of each enchantment, would it be possible to just sell enchantments on cubes just like energy recharges are sold on cubes? That way, people can just buy the ring design they like with the system set in place above and buy a charge of the enchantment they want from a cube on that newly made ring of theirs.

This way, multiple enchantments are condensed into one thing (a cube loaded with 236 mercy charges, for instance) rather than 236 different single charge mercy rings. The same could theoretically be done with enchanting robes with a cube doing the same thing as enchanters do now instead of shopkeepers stocking 50 different robes with 50 different levels of enchantments.

I posted this in simple ideas not long ago myself, so I'm definitely aboard this suggestion!
Xenthos2011-11-07 01:14:01
Ssaliss:

That could easilly wreck havoc with pricing though. Would you still expect to pay full price for a ring if you provided the gems needed? Plus, shops are for bulk sales; if you want something fancy, I have no problems with having to go to a "real" jeweller.

I posted this in simple ideas not long ago myself, so I'm definitely aboard this suggestion!

I would expect it to use the priced values for the ingredients (which would need to be on sale), plus a base crafting price. So if you bring all ingredients, you just pay the base price.
Unknown2011-11-07 01:16:26
Xenthos:

Akui just found some 880-odd-ears that are on their way out over the next couple of days.

I've got flowers that, if given some way to combine or make them non-disparate items I would leap on. I'll also probably just delete most of the honeycakes. Maybe just give the fae sugar-overdoses.

I'm kind of bothered about the vials. There are so many vials with things in them that are just a pain to deal with, I don't want to go through them one-by-one. Might be better just to find random newbies to give them to, they'll auto-decay after a while. :|


Honeycake? 9_9

Maybe give the vials to Bob so he'll have something worth selling for once?
Xenthos2011-11-07 01:17:12
Xikue:


Honeycake? 9_9

Maybe give the vials to Bob so he'll have something worth selling for once?

I have almost 300 honeycakes!

Yeah, they need to go away.
Xiel2011-11-07 01:30:34
Ssaliss:

That could easilly wreck havoc with pricing though. Would you still expect to pay full price for a ring if you provided the gems needed? Plus, shops are for bulk sales; if you want something fancy, I have no problems with having to go to a "real" jeweller.


I was under assumption that having access to purchasing a design would come at a cost in itself. So if people just wanted to make a cheapo jade ring, access to that will just be like, 50g if you provide the jade yourself. More if they end up buying the jade from your shop. I don't see why people wouldn't price the more elaborate rings in the thousands considering the effort they put into designing them.

And if they move the enchantments to cubes instead, that would alter what you'd price rings at anyway since most shops don't really stock just fancy rings but enchanted rings. This way, they can have both!

Ssaliss:

I posted this in simple ideas not long ago myself, so I'm definitely aboard this suggestion!


-pompom-
Unknown2011-11-07 01:36:52
How many master's paint palettes from Ironbeard/other presents are floating around out there, I wonder?
Sakr2011-11-07 01:59:37
why not put a cap on each item that can be made? Riftables have their artifacts, but actual goods have a limit per design, and to that, per enchantment?

needles at 2k tops, If you have multiple cubes, if they can be grouped up instead of having 6 or 7 cubes on display, clothing at 10 per item, rings and enchantments at 100 per? crafted goods that are for sale at 5 - 10? Let the total keg amounts be grouped up? Or maybe limit per type? That would mean that people would need to choose the type they would want to see, the top 10 shirts that they want stocked or the top 10 instruments?

Or just a revisiting to the trades. Let enchanters use scrolls, as Xenthos said here, and as Ssaliss said on the simple ideas threads. That would cut down the need for multiple rings. Or make more things operate like the figurines did for esteem, no longer the need for a massive amount of needles and maybe just one or two figurines.

As for the shop decay, or limiting certain trades to what they can sell (the jewelers and the common design scrolls), unless they can sell the scrolls themselves to other people I'm against it.

edit: as for destroying what people have in shop stockrooms to cut down to the limit, give us the gold for the items please, or the commodities.
Ssaliss2011-11-07 02:11:58
Falcon:

why not put a cap on each item that can be made? Riftables have their artifacts, but actual goods have a limit per design, and to that, per enchantment?

needles at 2k tops, If you have multiple cubes, if they can be grouped up instead of having 6 or 7 cubes on display, clothing at 10 per item, rings and enchantments at 100 per? crafted goods that are for sale at 5 - 10? Let the total keg amounts be grouped up? Or maybe limit per type? That would mean that people would need to choose the type they would want to see, the top 10 shirts that they want stocked or the top 10 instruments?

You do realise that wouldn't solve the problem _at all_, right? 100 of each ring would become just as bad as it is today, as would 10 of each article of clothing. This wouldn't cause any reduction in the number of items stocked.
Sakr2011-11-07 02:14:32
Ssaliss:

You do realise that wouldn't solve the problem _at all_, right? 100 of each ring would become just as bad as it is today, as would 10 of each article of clothing. This wouldn't cause any reduction in the number of items stocked.


fine, call it twenty. The point is limit each type of item that can be in your stockroom, instead of limiting the total amount of items.
Ssaliss2011-11-07 02:17:57
How many ring designs are there? Fifty or more? That'd still mean a potential 1000 rings in a single shop, which is counter-productive if we're trying to reduce the number of items in the stockrooms by two thirds.
Sakr2011-11-07 02:21:39
By type, i mean ab jewelry rings. All these rings are under the ring type, which are limited. Bracelets are another type. I'm not saying ring1324 (bloodstone) is limited to 20 bloodstone rings, but the total amount of rings are limited in a shop.
Turnus2011-11-07 02:22:16
I liked Shuyin's idea, cap the number of items in a shop and sell artie upgrades.

Also keep in mind, there's effectively no limit to the number of shops due to aethermanses, I'm not really familiar with other IRE games anymore, but I recall there was a fixed number of shops in the cities and that was it.
Ssaliss2011-11-07 02:25:09
The problem is, that'd swing it in the other direction. What would a jeweller-specialised shop stock if there were such limitations? All it would promote would be shops that stock a little of everything; just width, no depth. By putting a total limit on the amount of items, that limitation would be removed; a shop that sells a little of everything would be far shallower than a shop that sells only from a single trade.
Xiel2011-11-07 02:31:28
I still like the idea of making designs open to the public through shops to negate shopkeepers making dozens of a single item. -urge-