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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Shops!
ArchivedUser
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I like a player driven game but if player driven then u need to be aboul to put up a shop like at ur house, resticted places on a streat and buildings players can buy or rent to have as action houses or some kind of shop. There is so many kinds of shops in games like in door shops, places used to make gear or buy mounts from, farmes, out door shops in streats so it is like a market place with all kinds of stuff to buy and bars to buy food and drinks at. But if shops come for players to use I do like it if it is restricted in some way so we do not have playershops take up the streat so much u can not see what there is to buy or shops that do show things that they are not selling. It is more fun if the only things that u can see in the shops is what they have for sale.
It is a little over the edge but if a player based marked like this will work, then it be more of a living game and will make some players that like it spend more time in the game
It is a little over the edge but if a player based marked like this will work, then it be more of a living game and will make some players that like it spend more time in the game
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To prevent shops to take over all place and make it impossible to find the shop your looking for maybe they can make a system
so a few or more players can share a shop if they agree upon it. I think it will be hard to run a shop on your own sinds players will constantly be in need for new stuf and you can't keep a shop running 24/7 on your own. Then you would also have multiple supliers for each shop because again if it was one person your shop would be out of stuf in a few hours or less.
But that idea is really awesome man. I really hope they do something like that :)
How about this, you can hire NPCs to clean your shop and run it for you with a fixed price when your not there. like a shops asistent, Or an aprentice ( whatever your proffecion is )
Lets say you are an alchemist, you can teach your aprentice some simple recieps and while you are in the shop taking care of it he can run out for an hour or 2 ( in game time ) and gather ingredients for those potions, nothing to hard to get. it would give you a bit more of a RP feel .
its atleast something i would feel fun.
As long as the cost of things isn't sky high I am game.
If they do, it's a small change to make it into a store.
Obviously, none of it is set-in-stone, since it hasn't really been created or implemented yet. But it all brings up great points of @Infernoid and @Image
I think it "should" be more player-driven and player-centric, even if it means buying a place, then "renting it" so-to-speak with multiple people, perhaps in different time-zones to stay open more. This would essentially create a marketplace that can change based on the time of day.
Even though I love this idea conceptually, I would probably be against it, because real-life basically mandates that I participate in the real world far more than the game, and would not have the time to manage my store, product, or prices, every day, let alone every hour of the day.
It would be great to have if they have a few systems in place to help facilitate this, too. Perhaps create a "stall renter" type system and actively recruit people (or apply for stalls) for a limited amount of time, and give a percentage of the sales to the stall owner. This creates a more immersive market, giving incentive to own the stall as well as be competitive in multiple ways.
In UO you could buy houses and set up vendors that sell your stuff. Then you would go to the main bank area where everybody did business and advertise your goods. You would then lay out marked runes or open teleport gates so people can just recall or teleport right to your vendors.
And if the cities are to be successful, they need to have some city planning thought.
Clusters of shops would attract people to come and browse.
Individual shops located in random places, may not be as successful as players will need to go out of their way to find them. Hence, the frequency that get viewed, comparitively, will be low.
Happy for either, but preference would be to only allow alternative locations to the dedicated areas in the city, when they are full only
Shops and freeholds will be based on wherever people are able to acquire housing.
We will remember the shops and shopkeepers we like and frequent those.
As we do in real life.
the Tavern would hold notices on their board for people to have a look at as well as buy space on (the only way for you not to advertise other players business is if the tavern holder has the ability to take the notice down themselves), as of right now the only thing the dev's have hinted at for taverns is that you could get buffs from food/sleeping in a room/games/buy/sell space on the notice board, and that kinda stuff for a tavern. But for blacksmiths, woodworking, tailoring, and farms, a tavern most likely wouldn't have that kinda thing but if those things are around a tavern for people to go to, it might "spread" by word that this little freehold community is cheap or you can get a lot of what you need closer to the area your going or the likes.
as for "taverns are built on freeholds", yes i know. i just called it a Tavern hold because almost all of your freehold would likely be dedicated to nothing but that. Having a Tavern on your freehold might have a trade off. EX: no farm or blacksmith forge and so on un-tell it has a bigger plot. (if a bigger plot is possible)