Within Aetolia, we have a certain limited amount of shops and rightfully so (for space/marketting reasons), yet it seems with such a restriction, we are becoming even more restricted with the monopoly placed upon shops. I've seen people owning from 3 to 6 shops alone (looking at you Elorin), and this really stunts any other new players attempting to get into the merchanting play of Aetolia. Additionally, many of these 'extra' owned shops are used for naught but storage, rather than actually selling items, thus further making it difficult for new marketters to have a place of their own.
Idea:
Place a limit of how many shops one may own. A maximum of 2 shops per player, reason being for those org leaders that must also be in control of their org's shop alongside their own. Doing so will open up avenues for players that are taking up trade skills to perhaps purchase a shop license and sell their wares.
Possible alternative/addition:
Allow players to open up a shop from their homes (at a price of course), where they may sell their wares. Same standards would apply in terms of tax.
0
Comments
Increasing the number of available shops is good for crafters because it expands their opportunity to showcase what they create and encourages them to create more. It's good for players, because there is a greater array of offerings (which is presently often limited to the same set of designs in a lot of shops because multiple people/groups are running sets of shops). It's good for roleplay because we can see more focused shops like pubs/sweet shops/tailor shops/etc without it being a detriment to necessary goods being available. It's good for the economy because gold sink. It's good for the company because more people buying trade skills, paying for shops/shop upgrades. Nobody should have to fight for nearly a year to participate in the game in this fashion. It's beyond silly.
How is it a bad thing?
My issue is the hard cap. Enorian was over the cap for -years- and it was never an issue, but we got forced under the cap versus bringing everyone else up. With orgs wanting shops (orders, cities, guilds) that really limits shops available to players. Yes, I realize that's still 50ish shops, but shops are rare and once people have one, they never ever let them go. They'll meet the minimum requirements for shopkeeping to keep the shops, but I know if we started seizing shops for not selling XYZ that players sometimes paid credits to get, we'd get slapped down.
Why not, instead, up the cap to 30 shops per city and finish off the refugee camp because it's a terrible location anyways? If someone owns a shop in a refugee camp, make the cities give one of their new city shops to those people, cities can sell the rest for a chunk of gold, shops are more abundant, easier to do, et cetera. Especially with forging and concoctions being split up, and more to come in the form of enchantments, you're going to find less and less one-stop-shops.
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
Even if the cap for shops was upped, the same problem will still persist. Older, more established players, will seize more shops under their control for reasons of storage, new wares, and so forth. Sometimes I dont even understand why someone feels the need to have 3 shops in the same area...generally selling the same thing even! I've looked through every shop of each city and delos and it just baffles me why these people are allowed to own so many. Heavens know we have recently seen Aetolian players attempt to give arm and leg trying to purchase just a simple shop, yet finding none will give any of their 'extra storages' up.
@Oleis the only city I know of that placed a policy was Bloodloch, with something along the lines of "1 shop per person", which frankly is rather fair. I do wish the other players in orgs would try to take this mentality up but frankly trying to depend upon a change of heart for fairness isnt exactly a good stance to take with a playerbase of any game.
Lastly, as for the refugee camp, let us remember that it contains the 'remnants' of Ashtan, as well as the shops of those that once had shops within Ashtan. To try and squash it out as if a meaningless area will not be taken so lightly. I personally rather enjoy the concept of the refugee camp, as it is not governed by a city (as like delos) and gives avenues for a more free feel in merchantdizing wares.
I'd vote for making shops more like housing. Have a shopping district. Keep taxes in place. Shops that don't pay taxes cease becoming accessible. Allow shop expansions for credit investment. Allow orgs to purchase shops with org credits, linking them to the org, not to an individual. Also allow orgs to purchase shop add-ons like casks, shelves, etc so there's no more issues like the one that recently happened in the Syssin.
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
I would support increasing the cap on city shops to something like 30 or 40 and eliminating the refugee camp. Why eliminate the camp? Because of the simple fact that no one goes there. The shops basically sit unused and it's exceptionally difficult to turn a profit. Beyond that, at this point in time pretty much every character who was an Ashtan citizen will have moved on unless for some reason they've been gone since before the city died back in what, 2010?
I sold action figures in it. I had Infernals and Paladins with real doubleslashing action. It was neato.
....I miss making those action figures
I remember, involve me and I
learn.
-Benjamin Franklin
I dont think placing shops only in the cities is a fair plan. We have to take into account that not all cities are accessible to all players, so rather than actually providing 'more shops' by deleting places like the refugee camp and possibly shops in delos, we'd infact be even more so restricting shops. The playerbase is divided down the line of 2 cities for life, 2 for undeath, thus limiting shop availability AND limiting the possible amount of people that could view their wares. Better to provide more 'neutral' locals, over politically influenced ones.
That's why neutral locations are worth so much. I say keep Delos, nuke the refugees, up the shopcount to 30
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
Given the investment in opening a shop and stocking it, there will always be a natural limit to how many we have. People who are interested in -doing- that work are a smaller percentage of people than who just want someone else to make stuff and sell it to them. Having a district allows for people to open a shop, -retain- that investment, and it not to impact the design of the city if that shop is pulled from the grid for not paying taxes or being understocked., If you can think of a clean way to handle that without a district, I'd be totally down.
On the idea that we'd still not have enough stock to go around -
As others have mentioned, it's hard to keep utility stuff stocked. More shops will lessen demand and make a few people a little less wealthy, maybe, but also reduce the amount of time they have to spend picking herbs or forging and make it easier for players to find essentials.
I may or may not have strong feelings about the shop situation. <.< I love having a shop, but I don't see the point in even -attempting- to get one. I have a ton invested in crafting skills I literally never use except to make one or two things for myself, basically because of the shop situation.
Actually I think part of the reason the admins are reluctant to add shops could be pure mechanics. More stockrooms means more infinitely-preserved items, which Aetolia has coming out its ears and it's a real problem. That's what I'd put my money on for why they'll likely never be a house upgrade.
As long as we're spitballing though, I have an idea. I played Aion for a while, right. It was pretty, but ultimately Yet Another Grindy MMO. One thing I found interesting though was that if you wanted, you could park your avatar and become a temporary shop, and people could come up and mechanically buy your things you wanted to sell.
Maybe instead of adding more market stalls (probably no because they're auction artis) or adding more shops (which I'm not against but I can see why mechanically it might be an issue), there could be some way to park and sell, if you wanted to have wares. It does limit you to selling only when you're online, but it's an idea that could have a little potential, perhaps? Cities and Delos could have a 'market square' where the park-and-sell syntax works, and you could come up and ASK MOIREAN WARES and get her list of things for the day.
- Now to take into account a sister IRE Mud, Lusternia provided a solution for the shop mechanic. Aside from city shops, people could create their own shop from within their 'haven' (similar to haven anyway). These shops can be accessed by other players by simply entering the dimensional hub and browsing for certain wares they are looking for, then entering these 'haven shops' to purchase them. It made for a clean, effective and orderly way of handling shopper needs and providing access to the market for all players.
BUT
In the other thread, when I mentioned 'wading through rubbish wares' I didn't mean overstocked shops.
I mean that of the sheer volume of shops that is Spinesreach, Duiran, Enorian, Delos and the camp, there's about 6 that I ever buy anything from. I've done the rounds multiple times in the last few months, searching for specific items, and I invariably end up back at my favourite shops, wishing I'd just gone there first. What a waste of time.
I don't know if it is actually possible to do something about that, without doing something like Lusternia's solution.
So I'm not really in favour of just increasing the shop count - I'd like to see more than just that.
Bloodloch has a policy upon shop ownership not exceeding 1. Perhaps other cities could take something like this up too?
Search shops vial:
Blahblahshopname: an ugly vial 50 gold
Blahblahothershop: a slender vial 100 gold
Blahblahshopshop: an analeptic serum (a purple vial) 500 gold
Or some such. Would be crazy cool/helpful to finding what you want.
Also. For obvious reasons, I am directly opposed to a limit on the number of shops one can run. Erz runs...three? At the moment, and only one of them is hers. I've run as many as four at once on one character that weren't my own (city, order, house, guild).
Allllso hugely supportive of anything that makes shops bigger/gives them more space. I effectively had two in Spinesreach at one point, though one was owned by someone else because I needed the space.
Re: scarcity. I can't say I've looked lately, but the last time I looked, shops were just falling like rain? And if you couldn't find one of your very own, it was hella easy to work out a deal with someone who did own one. Had an arrangement with Genocide for a couple real life years, where I stocked the shop and paid the taxes and it just technically still belonged to him (he was willing to sell, too, he just wanted something ridiculous). I've made arrangements with other people, as a shop owner, for like, a flat cost per year (similar to, but not as high as taxes) to let them stock their stuff in my shop.
I -like- Elea's park-and-sell idea. That's awesome. Might even encourage some RP.
Though. Re: think it was @Minarael who said said that they have a crafting skill and don't use it because no shop--you can make a -killing- at doing crafting commissions.