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More Shops?
Yeah, we need more shops.
But not like 'lame discount item shops' run by NPCs that sell you items that you either really need or don't want. Or the player owned shops that sell _sometimes_ worthy items, but for a huge price. We need shops, run by an NPC, that sell weapons. Or maybe run by players. If it's a NPC owned shop, the weapons could be sold at a fixed amount, and possible restock every week, and it would sell weapons that are in high demand, or equipment everyone seems to love, and staff (haha) could change the stock at their discretion... (ok, it's similar to the current NPC shops, but sells weapons and armor) Or the player owned shop idea (think Era [ew]). A small staff of players could run the shop, and it would only be able to sell certain items. It wouldn't have to be maintained like a house, but I will have to be built, and pay a rent to keep it open. If somethings bought, a shop worker would have to add another item to its place. You'd be able to haggle for lower prices, and so on. Craftsmen could be hired for the shop (to make the items), traders (to help find rarer items for the shop), a stocker (to stock new items), a Manager, a Janitor, etc, etc. Then a government official (haha) could harass them for using crazy prices or an angry mob could boycott the shop. And then the shop staff get paid. This would help players come across weapons without having to pay insane amounts at house-shops, help other players make money and contribute to a realistic feel people need in an rp, and serve a nice update. Discuss |
Umm are you smoking crack or something. There are already player owned shops on kingdom islands. What they stock though is up to them. If you want a weapons shop then open one up. I don't think they will incorporate this as you can open a shop on a kingdom island. Just best to make a guild...open up the shop you want and make sure its well stocked.
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I've brought up the house-shop idea several times, and they can't fill new players needs with their expensive items. Yes, what they stock is up to them, that's why it can't help everyone. House-shops only carry what the owner has, and are only located on kingdoms, and players will, most of the time, not be able to find the type of item the want there.
Player house-shops can't help every player. This is mostly geared to trials or newer players. They need to learn how to shop/and get a hold of weapons without going through the crazy "learnhowtomakeagoodtradeandnotgetscrewedandtrylea rningfromyourmistake" routine that everyone else goes through. Sure it's easy for people like you/me/that guy lurking on this thread, but look at it from the new players point of view, who have no connections with good people or kingdoms or money so they have to go through all the tricks and learn what items do what and if it's worth 100000000k dia and a gk and 23 ec. This allows them to get an item, almost risk free, without hunting a player house-shop that doesn't stock regularly or has an inactive owner. And aside from that, people always bring up the 'nonrp' feel gk has given, shops similar to real life are just one of the things that would make it seem more like an online community than a chat room with avatars. |
Hmm I can see where your coming from and support the idea but realistically with players able to make their own houses on kingdom islands and turning them into shops it won't happen. Although maybe there should be a npc run weapons shop. Nothing to fancy though.
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You realize that crafting operates on a premise almost identical to a shop, right?
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My reasoning behind player shops is to help people make money and help players get items because "It's fun to mass produce items and sell them at a low price therefor making more money than they're worth because selling 1000 items for 1 plat apiece is way easier than selling 1 item for 1000 plat"
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That's true.
Googi struck me down where Raven failed, I don't have a smartass reply to justify myself |
O.O oh come on you can think of one.
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