I love the idea of having player-owned stores and have been asking for it over the years. One thing I wouldn’t want to see, though, is the use of farmable resource as the store currency.
Shops only make sense if the economy they create reflects players’ own supply and demand. If I’m getting gold by selling my spare Yog’s Touch (for example), then I don’t really have a good incentive to do so, because I can farm up a buttload of gold easily. The only incentive I would have to do so would be to RP. Other than that, I might as well drop it, hoard it for later, or give it away to someone who needs it.
There are two ways to solve this problem. One is to use a currency that cannot be obtained by any other means except by trading.
The other would be to avoid having a currency and implement a barter system: if I’m selling my spare Yog’s Touch, I can set the price to be a Varpnir (again, just as an example).
I can imagine players who don’t like to farm buying bricks and alchemical base with the Obulus they earned by selling rare legendary weapons etc. It would be a plus for people who don’t like to fight but don’t mind farming and vice versa.
If you use mods pippi has thespians which can be set to act as social merchants. In other words, you can give them items to sell and set the prices for said items and anyone not in your clan can purchase said items from that NPC character. The downside is that you can only use the pippi currency but so be it, I am just using that as an example to show how it has been implemented by the pippi team pretty much the way you wanted it @Lamonted.
I have also seen un-modded servers that allow players to set up their own shops. At set times you gather at the “market” where you place the items you want to sell in unlocked chests and set your own price (and you can even haggle with the person selling them or offer other items for trade). I have even seen one server set the currency as bricks. You set your prices by stacks of bricks, or if it was a more valuable item hardened bricks. So I have seen player run economies work very well as @CodeMage has suggested.
Then he worded it poorly considering the game has an offline mode.
Extraordinarily so, after all, it is not as though it could be stocked while you were offline, nor could you collect what you have earned while offline, or even spend / use what you have earned while offline. So even if the transaction was made offline, it will still require more online time overall.
Yes, i believe that in all the platforms this game needs reasons for a healthy communication between members.
Especially on PlayStation that we don’t have in game chat, something like that would trigger reasons for people to know each other. So far the reasons people know each other, most of the times is not for “healthy” reasons .
The game needs to trigger more mechanics that players will grow a “friendly” relationship in a server and i find the age of war a HUGE step to this direction.
Currency and use of gold like fortune, has arrived. So i believe that the game leads to this direction. Soon enough we will have markets that people can trade the “useless” for “useful” or something shiny!
I support every trading, market idea, bring it on .
Hey, den, might I suggest a method to do this that might help maximize player interest and interaction?
I’ve mentioned this idea before, but it may have been overlooked. I suggest a small 4x4 zone (or similar) that allows us to build a shop. Put several of these zones on a flat part of the map in a non-hostile, safe area… maybe off to the side of sepermeru? Then, daily, or some other interval, have it rotate shops across multiple servers and modes (or platforms if possible). This way people could buy and sell wares and not feel stagnant with only what the server provides. Without a constant flow of dedicated players in a server, the amount and types of goods could be pretty small, making the shops less useful. Anyway, I’m sure there’s a lot of coding involved in doing it like this, but it’s just an idea.
Yeah, I don’t know how that works, but I imagine it could merely be a manner of assigning a number to a clan. Also, make it a clan-only feature. If you disband your clan, you get a warning that your shop will be removed and all items will be returned to your inventory. This will make it so you don’t have the issue with multiple shops per clan or accidentally having multiple shops when clans merge. Also, only officers in the clan can interact with the shop’s inventory, so you don’t get members with lower trust value tampering with it or cleaning it out and leaving the clan. I’m sure there’s many other features that can said, such as placeable POS for the shop… or beds, cupboards and other objects can be placed for decorative purposes only, but not as spawn points and storage (this is an instance-based shop, not an outpost)… but I’ll let others provide input as well.
EDIT: in regards to the 4x4 size, make it like 4x4x7 or something to prevent towers from being erected. You know how people like to abuse space.