Kiradawea2011-11-07 23:15:39
That's good. Then instead of stocking vials, you'd stock the cut gems.
Unknown2011-11-07 23:23:51
rika:
Yeah, I don't know why anyone even bothers paying for commune/city shops when the only times people will want to shop there is when none of the aethershops stock what they need.
M-maybe I like the thought of having a place in the city of my own. And sometimes- sometimes- people buy things. Usually vials and not even clothing like I'm trying to sell, but. :c
Ssaliss2011-11-07 23:30:53
City/commune-shops are good for the fledgling shopkeeper. Instead of shelling out 10m gold (with todays prices), they'd shell out about 500k (which seems to be the going rate, more or less). Less traffic there, sure, but it's better than nothing.
Kiradawea2011-11-07 23:33:19
I still manage to turn a profit honestly. Not as much as if I'd bought an aethershop, but it still is there if you need whatever.
Ssaliss2011-11-07 23:35:13
Yeah, I definitely turn a profit too. Would probably triple or quadruple it with an aethershop, but profit nonetheless.
Talan2011-11-07 23:40:21
Xenthos:
Especially if there is some way to 'bouquet up' flower collections. /me plugs the flower bouquet idea again.
No one wants your stinky sunflowers, shadowlord. Just get rid of them! :D
Phoebus:
M-maybe I like the thought of having a place in the city of my own. And sometimes- sometimes- people buy things. Usually vials and not even clothing like I'm trying to sell, but. :c
I agree. All good xenophobes only shop in their own org whenever possible. Well stocked org shops can do a good trade. It is more of a profitable hobby than the very time-consuming maintenance of a manse shop, and there's certainly a place for that.
Sakr2011-11-08 01:03:39
So shops would be limited in capacity, and you can buy artifacts to upgrade that capacity to 1000 items? Let existing manse shop owners have the cap maxed, and future shop owners would then need to purchase an artifact to increase capacity. It would be fair to us, we already made the investment with our gold/credits/rl money, but for upcoming people that want to buy the shop, they would need to operate under the new system.
And again, no to shop decay. It's almost as if we are being griefed by Lusternia with that.
And again, no to shop decay. It's almost as if we are being griefed by Lusternia with that.
Ssaliss2011-11-08 01:05:33
So new shopkeepers would have to pay 2000 credits to be on par with the people that paid 1000 credits? No.
Unknown2011-11-08 01:14:09
I like playing a xenophobe.
The Moondancers make decent gold from their commune shop. Sure, more comes from credit sales, but it's also a way to roleplay our presence in the commune.
Is this 250 limit for items flat or types? If it was just types, it'd be okay.
Alchemy potions (38) + poisons (24) + beast feed (6) + reagents (3) + dex platters (1) + con platters (1) + clothes and packs/satchels (20) + origami (3) + letters (1) magic scrolls (3) + cubes (1) + herbs out of rift (27) and powerstones (1) for alchemy potions < 250 types of items
If it's items flat, uhh.
The Moondancers make decent gold from their commune shop. Sure, more comes from credit sales, but it's also a way to roleplay our presence in the commune.
Is this 250 limit for items flat or types? If it was just types, it'd be okay.
Alchemy potions (38) + poisons (24) + beast feed (6) + reagents (3) + dex platters (1) + con platters (1) + clothes and packs/satchels (20) + origami (3) + letters (1) magic scrolls (3) + cubes (1) + herbs out of rift (27) and powerstones (1) for alchemy potions < 250 types of items
If it's items flat, uhh.
Ssaliss2011-11-08 01:16:13
Probably 250 items. So ten platters of the same kind would take up ten places.
Sakr2011-11-08 01:17:23
Ssaliss:
So new shopkeepers would have to pay 2000 credits to be on par with the people that paid 1000 credits? No.
Egh, real life example. At the university I'm at, they wanted to raise the fees for students, by removing the 12 credit system and make you pay for additional credits. What ended up happening is that the old students will remain on the 12 credit system till they graduate, and new students will move in with the new system. Don't want to come to this university, that's fine. Make an informed choice and decide to come, and pay more, that's your choice.
Moral of the story is that newer players are not always going get the same privileges as the older ones. Let the changes occur, but let future shopkeepers make their informed decision based on the changes if they want the shop or not - or opt for a cheaper commune shop.
Ssaliss2011-11-08 01:22:01
Well, if an existing shopkeeper don't want to keep their shop with the new limits, I'm sure it wouldn't be hard to find someone to buy it from them. I wouldn't mind buying a manse shop, for instance, even with these changes.
Arimisia2011-11-08 01:37:01
Ssaliss:
Well, if an existing shopkeeper don't want to keep their shop with the new limits, I'm sure it wouldn't be hard to find someone to buy it from them. I wouldn't mind buying a manse shop, for instance, even with these changes.
Still not the point, we bought something for how it is, and now that it is being changed we cannot go back and make the decision not to buy it now. And you say sell he shop like it is that easy. with these changes it is gonna be even harder to sell a shop now unless people are just so disgusted and outright quit over it (my stuff starts decaying on me cause I have 1000 items I am likely to take this road myself)
so say, okay I want sell my shop, well then this person is also gonna be paying for 48 rooms, safe, lots of stasis gems, fountain, 3 workbenches and who knows what else. The price tag ad probably ripping me off a good deal would be somewhere upwards 20-50 million gold. It would never sell. this is not to mention the RL money I can never get back that I put into this.
Xenthos2011-11-08 01:40:21
I can understand being upset at 250, it's pretty bare-bones for 1000 credits.
But 500? How can you not pare your shop down to that by selling / getting rid of excess, assuming we manage to get 500 to be the base (which I would still like).
But 500? How can you not pare your shop down to that by selling / getting rid of excess, assuming we manage to get 500 to be the base (which I would still like).
Unknown2011-11-08 01:49:02
The key thing to remember people is that the content database for items needs to be reduced to about 1/3rd of what it is currently, so? I don't see it being something they can only force on new people.
Even if this is a 1000cr item, changing existing items has precedent, as cubixes are twice that and they added things to protect the planes from excessive raiding. If its for the good of the game, they'll have to do what needs to be done. Estarra did stage that this was going to be painful, regardless of what happens, so right now I think they are coming up with the best solutions.
Even if this is a 1000cr item, changing existing items has precedent, as cubixes are twice that and they added things to protect the planes from excessive raiding. If its for the good of the game, they'll have to do what needs to be done. Estarra did stage that this was going to be painful, regardless of what happens, so right now I think they are coming up with the best solutions.
Unknown2011-11-08 01:51:32
A cap of 250 would be painful for org shops, even if they were eligible for upgrades. I'd urge a less extreme cap be put on org shops.
(Moondancers' shop is more breath than depth, not necesarily a good generalisation) Alchemy potions (38+ 2 + 2) + poisons (24) + beast feed (6 * 500) + reagents (3 * 50) + dex platters (1 * 20) + con platters (1 * 20) + clothes and packs/satchels (20 * 3) + origami (3 * 50) + letters (1 * 50) + magic scrolls (3 * 20) + cubes (2) + herbs out of rift (27 * 0 ignore this) and powerstones (1 * 10) for alchemy potions = 3545 items (I'm cutting out my cake here)
Unless beast feed is riftable, In which case I will facepalm my silliness.
(Moondancers' shop is more breath than depth, not necesarily a good generalisation) Alchemy potions (38+ 2 + 2) + poisons (24) + beast feed (6 * 500) + reagents (3 * 50) + dex platters (1 * 20) + con platters (1 * 20) + clothes and packs/satchels (20 * 3) + origami (3 * 50) + letters (1 * 50) + magic scrolls (3 * 20) + cubes (2) + herbs out of rift (27 * 0 ignore this) and powerstones (1 * 10) for alchemy potions = 3545 items (I'm cutting out my cake here)
Unless beast feed is riftable, In which case I will facepalm my silliness.
Arimisia2011-11-08 01:54:11
Xikue:
Unless beast feed is riftable, In which case I will facepalm my silliness.
it is...
and so are the reagents
Ssaliss2011-11-08 01:55:02
Feeds and reagents go into the rift though, so those can be discounted.
Anisu2011-11-08 01:59:19
Xikue:
A cap of 250 would be painful for org shops, even if they were eligible for upgrades. I'd urge a less extreme cap be put on org shops.
(Moondancers' shop is more breath than depth, not necesarily a good generalisation) Alchemy potions (38+ 2 + 2) + poisons (24) + beast feed (6 * 500) + reagents (3 * 50) + dex platters (1 * 20) + con platters (1 * 20) + clothes and packs/satchels (20 * 3) + origami (3 * 50) + letters (1 * 50) + magic scrolls (3 * 20) + cubes (2) + herbs out of rift (27 * 0 ignore this) and powerstones (1 * 10) for alchemy potions = 3545 items (I'm cutting out my cake here)
Unless beast feed is riftable, In which case I will facepalm my silliness.
Beast feed is riftable
Ixion2011-11-08 02:04:41
Estarra:
This is what we're currently looking at:
250 max in shops
Artifact for 250cr that allows manse shops to increase their max by +250 items. Stackable up to a max of 1000 items.
Allow shops to go over their max but then EVERYTHING in that shop starts to decay. Big red text warning to owners if they go over max.
I think 500 base is more reasonable with 100cr/100items up to 1000 items. The shop already costs 1000cr....
The idea in general though, good stuff.