FOnline 2

Development => Suggestions => Topic started by: fonline2curious on February 22, 2014, 20:32

Title: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: fonline2curious on February 22, 2014, 20:32
Every player who has a shop keeper seems to have at least 2-3, and some shopkeepers dont even have any inventory.
can devs PLEASE do something about this B S! ?

For every 3 shopkeepers you have, you have 1 rich player, who owns all 3.
It's the kind of greed the makes people end up in hell.

And what about people who's shopkeepers don't have any inventory for days ? total waste.
shopkeepers need to be scrapped for an e Bay style system.
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: vedaras on February 22, 2014, 21:21
yes, actually it should be made somehow that only 1 shopkeeper per player would be allowed,  there are not many shopkeepers in game, so it can even be checked manually who controls them.  +1 to suggestion
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: Pepik on February 22, 2014, 21:28
This limit means alting.
I can sell one SK, but it's not so easy, without dialog.

http://forum.fonline2.com/index.php?topic=4272.0
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: vedaras on February 22, 2014, 21:40
This limit means alting.
I can sell one SK, but it's not so easy, without dialog.

http://forum.fonline2.com/index.php?topic=4272.0

thats why i say that gms need to check everyshopkeeper since there are little amount of them, if ones owner is deathbolt others is deathbolt. you do not need to be very clever to understand that it belongs to same person.
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: Sanakan on February 23, 2014, 06:40
deathbolt has atleast 4 shopkeepers
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: Mutie on February 23, 2014, 21:00
Stribe has 2
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: Sanakan on February 23, 2014, 21:10
The only way to fix it, is a new Karma system, karma must be shared
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: Wunglorz on February 23, 2014, 21:11
This game politics always have been "who is first he wins", dunno what you got all butthurt abou,t it's from shopkeepers to the events and dungeons, to the TC.

The only way to fix it, is a new Karma system, karma must be shared
Lol, go out pls.
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: UltraRapidFire on February 25, 2014, 14:27
leleel I have shop keeper but I only bought it to fuck with friends :D
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: Wesan on February 25, 2014, 17:52
Quote
can devs PLEASE do something about this B S! ?

Let's try some experiment, you are a dev, and i will be reallity (With the rest forum backing me up)

Begin, throw me the way how it should be fixed.
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: Sanakan on February 25, 2014, 20:47
All alts of one player share karma, only one shopkeeper per player, anyone  dual logging, proxing etc loses everything.
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: Wunglorz on February 25, 2014, 21:09
All alts of one player share karma, only one shopkeeper per player, anyone  dual logging, proxing etc loses everything.
All of all i wont tell you straight what i do think about this, and what others think bout it.

First thing, IF devs decide to make any account system, they would need encourage players to link em with forum account, ehich would take a year of waiting-yes, one dev got exams in may, other dont care, bcuz limiting alts didnt work on 2238.

Second, you cant make players dont nolife and buy all shopkeepers in first day, you just cant.

Third karma system is broken.

More?
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: MajinCry on February 26, 2014, 00:35
Begin, throw me the way how it should be fixed.

The opportune moment occurs; I shalt intrude upon this discussion, taking the place as the original defendant.

The way I would do it, is abandon the current system of trading; hiring static NPCs. This will get rid of the current issue in it's entirety.

To re-allow player shopkeepers, I suggest adding in a system where you can capture a human/ghoul NPC when they have negative health (not dead). When you've captured them, you are given a token and the NPC is essentially removed.

You would then hand this NPC token to the Far Go Caravan master-leader-person in Hub. Every in-game month, your trader NPC will then spawn in a set location at any of the main cities; the city where your trader can be found, is changed every month.

I would THEN add in a system where you can pay 1/4th of the fee to have your trader spawn in the un-safe towns; in exchange for a suboptimal location, you can pay less for your trader.


But that's what I'd do, and I don't know the limits of AS.
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: T-888 on February 26, 2014, 00:46
The way I would do it, is abandon the current system of trading; hiring static NPCs. This will get rid of the current issue in it's entirety.

Solving issues by avoiding them and re-inventing a wheel, yeah... no.
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: MajinCry on February 26, 2014, 00:51
Solving issues by avoiding them and re-inventing a wheel, yeah... no.

Wheels o' steel 'n' rubber are better than wheels of cat teeth and driftwood.
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: T-888 on February 26, 2014, 01:02
KISS principle, really. Scraping the whole idea and adding tons of details is not an option here, just need to think of a way how to circumvent the players through the traders on a regular basis that everyone would have more or less equal chances to obtain them in some reasonable amount of time.

I have several ideas, but I need to think more.
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: greenthumb on February 26, 2014, 01:54
Begin, throw me the way how it should be fixed.
-make period of SK ownership 1 month(easy)
-SK fee is one-time fee, payed at the begining of contract.(easy)
-amount of fee is determined in public auction during GM driven event once in a month(too many SKs , requires automatization)
-auction could be automatized by NPCs taking money from players if increment /paying back loosers.(not that hard)
-auction should take around 1 hour, should be ingame auction.(new event! - the best shopkeeper could be even reward for other events or whatever...)

not sure about code difficulty, but IMO it would be worth it after some time.

Probably rich guys will have again the best SKs , but it should be pretty easy to find some cheap one even for poormen. Maby it would require some more details(turn off PVP during event, prevent blocking SKs during event...)
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: Sanakan on February 26, 2014, 02:31
pls tell me how would that remove alting ? No matter what You do ppl will use alts and proxies to get more and more shopkeepers, also U cannot creat the "catch ur own shopkeeper" system cuz u will end up with 10000 shopkeers in the hub alone. What about bursting them? Will they respawn with all the stuff u gave to them?
There is no other solution than creating a "steam" kind of system, that would also solve many other problems.
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: UltraRapidFire on February 26, 2014, 03:11
Nothing will happen to shopkeepers, it inspires newbies to hurry there asses up and get the best shops. Even Dequ didnt get best shopkeeper. Just wait, and they will see the importance. It's something to work towards such as buying a faction or anything else. It's an objective not a goal. It's something you want or don't want. I wanted one so I saved up and bought one during the first 4 hours.

EDIT: Also thought about this more? Who the fuck wants all the shops filled with fucking zip guns and hunting rifles?
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: umaksharmoota on February 26, 2014, 03:21
temporary solution: remove option to renew contract. Yes owners will probably still renew but at least it gives small chance for others every 7 days
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: greenthumb on February 26, 2014, 03:54
pls tell me how would that remove alting ? No matter what You do ppl will use alts and proxies to get more and more shopkeepers, also U cannot creat the "catch ur own shopkeeper" system cuz u will end up with 10000 shopkeers in the hub alone. What about bursting them? Will they respawn with all the stuff u gave to them?
There is no other solution than creating a "steam" kind of system, that would also solve many other problems.
You should better quote who you are replying to, especialy if its in previous page.
temporary solution: remove option to renew contract. Yes owners will probably still renew but at least it gives small chance for others every 7 days
Very easy, undriven and incomplete solution. For now it should provide (some) better chance for those who dont have SK, but over time will become annoying due the necesity of owner to rebuy own SK in random (maybe even cruel) time everyweek. Good temporary test .
Spoiler
-make period of SK ownership 1 month(easy)
-SK fee is one-time fee, payed at the begining of contract.(easy)
-amount of fee is determined in public auction -  automatic regular event once in a month.(oportunity for everyone - i believe so)
-auction is automatized by "SKs in auction mode" taking money from players while bidding and paying back loosers after auction.(not that hard)
-"auction mode" should last 1 hour once per month.(new event)

Any critique? Is it comprehensible?
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: Fass on February 26, 2014, 14:55
Every player who has a shop keeper seems to have at least 2-3, and some shopkeepers dont even have any inventory.
can devs PLEASE do something about this B S! ?

For every 3 shopkeepers you have, you have 1 rich player, who owns all 3.
It's the kind of greed the makes people end up in hell.


And what about people who's shopkeepers don't have any inventory for days ? total waste.
shopkeepers need to be scrapped for an e Bay style system.

Its wasteland! Not World of warcraft...
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: avv on February 26, 2014, 15:57
Town-based market where everyone can dump their goodies.

Would require a new interface and a lot of filters. For example price and player filter. Also perhaps buy/sell sections.
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: umaksharmoota on February 26, 2014, 16:02
and item filter, as someone mentioned, opening shopkeeper/market to all would results in 20,0000000000 * 10 hunting rifles and zip guns clogging up the inventory
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: T-888 on February 27, 2014, 03:15
I think something simple as this could work, you have trader for let's say 10 days max when renting it, after those 10 days this trader is for "sale" temporarily (from hours to a day) having the ability to purchase a ticket for the trader, when the time expires a random player receives permission to obtain the trader from the ticket pool.

Sky already wanted to do a random ticket feature for Hunger games event, so that you can sign up and you don't have to be the fastest mouse in the wasteland. I thought this feature could be re-used.

This system allows for traders to circulate between the players on a regular basis, but not everyone would have them on a regular basis that way retaining their value and gives fair, equal chances to receive them for everyone. Good money sink.


Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: Klot on February 27, 2014, 05:12
Nu-uh. Everything is not for everybody.
I don't like the idea of randomly asigned traders.
It just means more running and clicking to stay up to date with who has what and more disapointment if inventory changes from usefull merchandise to nubloot.
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: T-888 on February 27, 2014, 13:14
It just means more running and clicking to stay up to date with who has what and more disapointment if inventory changes from usefull merchandise to nubloot.

Basically it would require effort, you would just have to wrap the idea around your mind that once you have a trader, you won't have it forever.

Everything is not for everybody, but also not everything is for free. Given the amount of traders in all cities, considering that they would initially be obtained at irregular intervals in comparison to all other traders, you'd have a chance to try out your luck for one on a regular basis.

The current system is balls to say the least, some guy buys 3-4 traders and keeps paying rent, rest of the community can get the fuck out, do you like that better?
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: 邪悪 on February 27, 2014, 14:27
I think something simple as this could work, you have trader for let's say 10 days max when renting it, after those 10 days this trader is for "sale" temporarily (from hours to a day) having the ability to purchase a ticket for the trader, when the time expires a random player receives permission to obtain the trader from the ticket pool.
Ticket01, Ticket02, Ticket03, Ticket04 alts? Who has more alts, that has more chance to obtain him :D
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: T-888 on February 27, 2014, 15:00
Ha ha, indeed. :)

One of the ideas was the possibility to buy more than one ticket with the same character, that means better chances and kinda of an actual lottery, but since it then boils to who will dump more caps on tickets it can be a completely different alternative, less based on luck.

Neutral auction through the trader which is for sale with a randomized time window to prevent last minute, second outbids. The same function which is used to set the price of an item could be used to set a bid for the trader when it is for sale, naturally the player with the highest bid receives the trader for a limited time. This would be a very interesting solution, because players themselves would regulate the "rent" to keep the trader and all the above advantages from the previously mentioned system are retained.
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: greenthumb on February 27, 2014, 15:02
iam sorry, but i got strange feeling about all those solutions. Why random? Why circulate? Why ..?

If we make auction for every single shopkeeper, it will encourage and ensure, that people who will pay a lot, will supply their shopkeepers with love and wisdom. Nobody gona pay 50k caps to rent smthing without intention to use it. This mechanism is easy to do, adds new feature(without lousy requirements like tickets or collars)  and maintains itself.

What has to be done?
- need dialogues for auction mode, shopkeepers will auctionate themselves once in a week(month?)
- auction will last 1 hour
- not sold shopkeepers will be free to rent, same as now.

And you get new event like this, easy event to do, but provides great value for everybody
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: T-888 on February 27, 2014, 15:05
The random lottery was just an idea, read my previous post, looks like we have reached consensus.
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: greenthumb on February 27, 2014, 15:12
yes it seems so, just wasnt sure why tickets are involved in this.
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: T-888 on February 27, 2014, 15:17
The ticket idea was involved because it had advantages to the current system, traders circulating between players instead of few rich guys buying multiple and keeping them close to forever, fair chances to obtain them for everyone etc. It's just brainstorming.

Obviously the auction system would be better reaching the same goals, by solving existing issues.
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: jacky. on February 27, 2014, 16:30
No way.  Tla training system? :)
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: Klot on February 27, 2014, 18:20
> i wasn't fast enough make players suffer that were.

There are things that should be fixed, but not by putting ontop of the existing system a lottery to satisfy any individual players Bu-hu.



The fastest got rich as first, are the most active, got most loot, best items etc.
Hell, most big cats on the market are selling for less than what the materials are worth.
You can tell by checking the items if a grinder or a casual is maintaining the trader.
The traders owned by grinders give more benefits to all players.

Put in the suggested changes and find yourself confronted with 36 healingpowders sold for 150 caps each.
The market regulates itself. If a player turns inactive his trader will be available.
that's how i got mine (thx segarus) allthough i play almost only on weekends.
Even two traders for one player is ok imho since you cant efficiently sell regular and upgraded items on one trader.

Here's a useful suggestion: gibe filter for setting price on each quality class of item.
Maybe even some steps of percentage sell 1-25% det for x-caps ... 26-50... ,... 51-75... etc.
So that Deathbolt can give up one of his traders.

But i certainly agree 3 of 4 Traders owned by one IP beeing empty is a problem that should be fixed.
A trader must have inventory and a certain flow of caps and items generated. (not like that troll in watermerchants that uses his trader as secondary tent by putting all itmes on 9999999999)



Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: fonline2curious on February 27, 2014, 18:26
Every player who has a shop keeper seems to have at least 2-3, and some shopkeepers dont even have any inventory.
can devs PLEASE do something about this B S! ?

For every 3 shopkeepers you have, you have 1 rich player, who owns all 3.
It's the kind of greed the makes people end up in hell.


And what about people who's shopkeepers don't have any inventory for days ? total waste.
shopkeepers need to be scrapped for an e Bay style system.

Its wasteland! Not World of warcraft...

You mean sim - Swap Meet.  Please spare me the wasteland is harsh bs.
You're the type of jerk I am talking about, you have a shopkeeper in hub and you arent doing jack shit with it.  wtf does that have to do with the wasteland?  Because you are wasting space?
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: Swordfish on February 27, 2014, 18:36
And what about people who's shopkeepers don't have any inventory for days ? total waste.
shopkeepers need to be scrapped for an e Bay style system.

Instead of buying shopkeepers make it renting one out per week, so if you are empty you are loosing money so people would probably just lose the empty ones rather than having money sink.
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: Klot on February 27, 2014, 18:43
Lol fonline u so mad because durrhurr no tarder.
Yes, im not the most active, yet i got a trader 4-5 week into the season. Somehow proofes your whole complaint unjustified.
They are rented swordfish. 10k caps each week.
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: Jim on February 27, 2014, 19:46
The fastest got rich as first, are the most active, got most loot, best items etc.
Hell, most big cats on the market are selling for less than what the materials are worth.
You can tell by checking the items if a grinder or a casual is maintaining the trader.
The traders owned by grinders give more benefits to all players.

Put in the suggested changes and find yourself confronted with 36 healingpowders sold for 150 caps each.
The market regulates itself. If a player turns inactive his trader will be available.
that's how i got mine (thx segarus) allthough i play almost only on weekends.
Even two traders for one player is ok imho since you cant efficiently sell regular and upgraded items on one trader.

Here's a useful suggestion: gibe filter for setting price on each quality class of item.
Maybe even some steps of percentage sell 1-25% det for x-caps ... 26-50... ,... 51-75... etc.
So that Deathbolt can give up one of his traders.


I see u like poetry like i do.
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: Swordfish on February 28, 2014, 12:58
Lol fonline u so mad because durrhurr no tarder.
Yes, im not the most active, yet i got a trader 4-5 week into the season. Somehow proofes your whole complaint unjustified.
They are rented swordfish. 10k caps each week.

Ah crap, I never owned one so I thought people just buy them and own them until they sell.

Well I guess changing the rent price could solve the problem, make them more expensive so its not worth of keeping them unless you sell stuff frequently and make profit from it.

Or make rent every 2-3 days, so inactive people can't own them.
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: greenthumb on February 28, 2014, 15:58
If you know any better way than global shopkeepers auction(as mentioned in previous page), please point out by some arguments, why you think so. Otherway its pointless to continue in this topic, before (if) it will be implemented.
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: umaksharmoota on February 28, 2014, 16:37
How bout ...

1. Make shopkeeper contract last randomly between 10-20 days. Remove dialog option to see how many days remaining.
2. remove option to renew contract, and make it so same player cant have same shopkeeper twice in a row
3.
4. profit
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: Klot on March 01, 2014, 09:00
Do something about occupied but unused traders? yes.
Improve tradermanagement so you don't feel like you need 3 of them for everything you want to sell? yes please.
Punishing players providing a good service by hitting them with random hammer? Have you lost your greedy mind?
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: greenthumb on March 01, 2014, 11:17
Idea of auction is, that people will go to event with a purpose to buy their own shopkeeper, competeing with others, by amount of caps they can afford and still be profitable during upcoming period.
How bout ...

1. Make shopkeeper contract last randomly between 10-20 days. Remove dialog option to see how many days remaining.
2. remove option to renew contract, and make it so same player cant have same shopkeeper twice in a row
3.
4. profit

 Randoming this period is not so good idea, it will basicaly help no one, more likely if you meet random shopkeeper who is free to rent, you ll just rent him even if you didnt intent to use him.

Do something about occupied but unused traders? yes.
Improve tradermanagement so you don't feel like you need 3 of them for everything you want to sell? yes please.
Punishing players providing a good service by hitting them with random hammer? Have you lost your greedy mind?
I agree with klot, randoming is bad idea. Filters for shopkeepers would help a bit, but even now you can sell multiple goods and still keep shopkeeper organized, go visit Lolums shopkeeper, he takes care about shopkeeper everyday, he doesnt sell 50 CA at once, but always just 2-4 same wares , renewing when sold out.
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: Fass on March 01, 2014, 14:01
Again whines...

First to come, first served.
Or trade shopkeepers on forum.

Its not World of warcraft here or other f2p shit.

Guys please stop this.
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: Adam314 on March 01, 2014, 14:05
Town based market system seems like the best idea I've seen in this thread. It removes the hassle of selling loot to NPCs for a fraction of the actual price and levels the playing field for everyone. Only issue is that it may be difficult to implement.
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: Balthasar on March 01, 2014, 15:44
Quote
Well I guess changing the rent price could solve the problem, make them more expensive so its not worth of keeping them unless you sell stuff frequently and make profit from it.

Hell, no! As Klot said even players, who are online mostly during weekends only (which means even more player online then during the week), are able to get a roll on the dice for a shop.

Setting up the price would mean you will make less profit from what you sell. Not all traders have like tons of stuff in their shop. I for myself concentrate on some basic things, giving me some few 10.000-20.000caps a day maybe + some crafted goods from time to time. Still i think my stuff is useful for many customers, when i look at the rate, at which they are sold.

Quote
Or make rent every 2-3 days, so inactive people can't own them.

Yeah. And if i need to make a holiday trip (over the weekend) i'll have to take a notebook with me just to log into an online game to pay the rent of some virtual shopkeeper.

Where do you push the borderline here? If we take it to 2-3 days maybe the next week after, someone is cry-suggesting something like every 6 hours. Shops should be something you have to watch at and what you have to manage ofc but not something, that becomes the main issue in your daily gaming.

Best suggestions are already made imo: Limited 1-2shop per player(IP), Price filter, "unused" traders nerf and some check for "tons" of same type of items maybe.
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: Swordfish on March 02, 2014, 01:44
Quote
Where do you push the borderline here? If we take it to 2-3 days maybe the next week after, someone is cry-suggesting something like every 6 hours. Shops should be something you have to watch at and what you have to manage ofc but not something, that becomes the main issue in your daily gaming.

Yeah, good point, I didn't think it trough properly.

Quote
Limited 1-2shop per player(IP)

This would actually be the best suggestion from what I've seen so far.
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: Frozen Mind on March 06, 2014, 02:13
1. Rule of 1 merchant for 1 player in 1 town - check IP like for duallogs.
2. Random player that applied gets shop for 1 month.
3. Profit.
4. FFS stop camping libraries, nerd.
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: Blinkz on March 20, 2014, 14:40
I can agree on this Some players have 4 or even more, stall prices are though the roof 600k come on for us players who dont have a stall 600k can really only be obtained through running caravans Also new stalls coming out people can run in there buy 3 stalls at 10k ea for a profit of 590k I call BS right there.

Stalls ant even being used atm most are empty or close to it.

2 options:

Stall Should not be able to be renewed Except brought for only the month/week only This will keep them rotating Also you wont need to add as many.

or

Stalls are limited to 1 per Player.

But this is something that needs to be fixed its been a problem since I started when season 2 opened.
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: Lucky Joe on March 21, 2014, 14:17
+100500
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: comeOn on March 21, 2014, 14:41
If the current shopkeepers stay, I suggest that one player (one IP) should own one shopkeeper in the whole wasteland. In this scenario, the best shopkeepers are bought in the first place, so the best players get their reward. It also makes it a bit random - because the "best" place for a shopkeeper might change a bit from time to time. I don't think that owning more than 1 shopkeeper is fair, players should not be able to create f-kin' chainstores.

That would be step 1. Step 2 would be adding an auction house. In every city there should be one, and players could just put up their items there. I think that would be a lot of trouble for the devs, but still, it seems like the only fair solution. Shopkeepers might stay, but the auction house would give all players equal chances.

Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: soulshine2U on March 21, 2014, 15:00
Quote
can devs PLEASE do something about this B S! ?

Let's try some experiment, you are a dev, and i will be reallity (With the rest forum backing me up)

Begin, throw me the way how it should be fixed.

I recall this..
Maybe make slaves able to trade for you, it works well on tlamk2, best way for everyone to make his own trader.
You simply set your slave to trade, take caps only or junk, put him/her wherever you want.
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: Jim on March 21, 2014, 15:06
[
Maybe make slaves able to trade for you, it works well on tlamk2, best way for everyone to make his own trader.
You simply set your slave to trade, take caps only or junk, put him/her wherever you want.

U nice idea.
Maybe some map like barter ground or more of those barter grounds where all SK will be standing would be nice...
Ha, ha i can imagine market prices competitions beetwen SK.
Title: Re: Players owning 2+ shopkeepers, and empty shopkeepers
Post by: Blinkz on March 21, 2014, 16:22
[
Maybe make slaves able to trade for you, it works well on tlamk2, best way for everyone to make his own trader.
You simply set your slave to trade, take caps only or junk, put him/her wherever you want.

U nice idea.
Maybe some map like barter ground or more of those barter grounds where all SK will be standing would be nice...
Ha, ha i can imagine market prices competitions beetwen SK.

I really like that idea! also could be used for multiple things............Have you very own cheap guild store or something for example.

But then again Limited stalls is Probably the better way to go.