This thread serves as our first official game design discussion post-launch. The purpose of these discussion threads are to first present initial designs of features listed on our road maps and to gather community feedback on the system overall while we develop and implement it. Today's discussion will be on our Deployable Player Vendors which is the primary focus of ours for July. You can read the road map of what key things are planned for this quarter in this announcement. Deployable Player Vendors Goal To provide players with a deployable vendor system to help facilitate trade of goods and wares. Vendor Design Overview Players will be able to craft a deployable vendor stall under the crafting skill of Construction. We are currently planning on having the following specifications on where players can place these vendors and what they will be able to do with them, but we may make changes based on player feedback and testing. Must be deployed a certain number of meters or further from any other object Each tile will have a maximum number of vendors deployable at a time Currently planned to have collision Players will have ability to sell individual items or bags full of items (i.e. ready bags) Feedback Request - Promoting Wares One of the topics we would like to hear your input on is how best we can create ways for you to advertise and promote your wares. We are not too keen on anything that is global when it comes to searching the locations of items, but we are open to any opinions on what you feel may work best. Feedback Request - Taxes / Upkeep Another topic we would like some feedback on is the cost associated with upkeeping vendors. We have discussed placing taxes on vendors, with higher taxes the closer to an NPC capital that you are, but we would like to hear some of your thoughts on this as well.