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.
My experience of player vendors in MO was mostly positive. There they had a local banking and a local auction house, but you could still see the sell and buy requests in the other Cities and player placed vendors. Without this, you are leaving it to the players to build a web site and keep it updated, otherwise trade will still centre on Sanguine, you cannot really believe players are going to ride from village to village or worse, scour the land for vendors so they can read through the lists on them. Q. will gold for sales be taken from the bank or inventory? The negative in MO with player vendors were they were easy to exploit as local banks, setup a buy for zero gold, then sell your phat loot to the vendor so it was out of your inventory, take it out of the vendor later. How will you stop this ?
What is the tile limit for vendors? Because Sanguine will be the first to fill up. Must be deployed a certain number of meters or further from any other object Does this include other vendors?
I know they just said that they are against anything global but you raise a good point. If they don't put in something like this, the players probably will. It is clearly something people want: the ability to see what vendors are selling without having to scour the land on foot. Putting in a system where players could browse the vendor lists would be a nice QoL change. It doesn't have to be super detailed either. It could be a tile name, a list of items being sold with the price. You still have to find the area and a little exploring to find the vendor market place.
You could have varying vendors that last different lengths of time(1 day, 3 days, 7 days). And you have to buy/craft them each time you want a new one. Having permanent vendors with just a tax on them will be frustrating for players if they can't get a good spot or if the good tiles are all filled up.
if it cost any taxes, ppl will just keep trading in sanguine using alts. all guilds have alt just for trading.
Will there be the ability to put buy requests on your Vendor? I would like to be able to sell my q3 dark taint at someone's vendor, and then use the gold I get to buy their q3 cinder. I still need gold for med and regs and scrolls, but someday soon its only use will be for regs.
I have some ideas, but it's hard to suggest not knowing some of the details: - How safe are vendors? Can you place them in chaos city or dungeon? - Are vendors one time use or easy to move? - Is there a limit of vendors one player can have up at a time? My basic wishlist for vendors: - Ability to place buy orders (buy tab) - Ability to set clan/alliance/friend price (or % based discount with ability to mark items for sale only to clan/alliance/friends) Taxes are a must to keep economy in check and to minimize buying just to resell a little bit more expensive. You can make a choice: spend your own time trading and pay no tax or have an NPC vendor save time for you and pay tax.
The ability to buy/sell on my own time without coordinating with another player is huge. Neither I or my guild has an alt devoted to sanguine and I can't go into sanguine so I will absolutely use these if one is near me and well stocked. Maybe I am the only one who knows.
"Must be deployed a certain number of meters or further from any other object" Better get this right, because if Fenix was here, he would already be planning how to use a (presumably) indestructible object in siege defence.
Alright so here's some ideas/options: #1 Make player vendors semi expensive to craft- allow ANYONE to use your vendor to sell items but they are taxed a % of what they sell. This makes it so there isn't a million vendors all over the place and may prevent people from having to run all over the place looking for stuff. #2 Add clan vendors- this will allow ONLY clan members to sell their wares but ANYONE can purchase them. Add named vendors for clan vendors such as 'Big Picture Games clan vendor" BPG being the clan name. So instead of only one person to put their wares/manage their vendor this would allow an entire clan to partake. If Capitals will be heavily taxed then make all chaos cities tax free. This might make chaos cities a little more appealing. Make it so the vendors are only deployable in NPC cities/chaos cities OR make it so there is no collision. Shit will get exploited somehow if it has collision. That's all I have for now.
Now that I think of it, it would be dope if we could have - Personal Vendor - can be operated by anyone - Clan Vendor - captain+ can sell - Clan Merchant - colonel+ can sell Othwerwise, I think every vendor must have an option to either set clan/alliance discount or limit who the vendor sells to (either on vendor or item level). I would also like the idea of more specialized vendors. Some vendors could be "generic" (can sell anything) while others could be specialized for certain items (i.e. "Weapons Vendor", "Staff vendor", "Raw Materials vendor", "Bag Vendor"). My idea would be to have an overlay on world map where you could see the amount of different types of vendors in every tile. Let's say you hover over "Sanguine" tile and you can see: "15 Generic vendors, 5 Weapons Vendors, 16 Armor Vendors etc.". However, if you are in same tile, then those vendor locations would be seen on the world map, with the exception of generic vendors. Generic vendor location should be only visible on the minimap so they don't clutter up the space and players prefer to place them in visible places. The generic vendor could be cheap and easy to setup (entry level that would at the same time take care of most casual trading needs), while players who would like to invest more in trading could look for specialized vendors.
Advertisement will be a hard one. Is it possible to add an interface in the journal area that's searchable and allow players to set a specialty for their vendor? It might tell some basic information such as (Location (with coords), Owner, Specialty (weapons, armor sets, etc))? I like the clan vendor idea. Would promote not using the clan bank as a store anymore. As far as upkeep goes. Tax a percentage of the sale? or require an property tax(about the same as a house) based on location. Capital cities require a 10% tax. Lower cities a 7% tax. Player cities can define their own tax in their city management interface (to promote merchant cities).
There should be sales taxes and location rental fees. Sales tax should be different between lawful and lawless and location rental should be based on security. Capital cities would be the most expensive rental cost with their surrounding tile being slightly less. Then the starter cities would be between those two with the starter tile slightly less than the capital tile. Standard lawful tiles, without NPC cities would be cheaper still and lawless would not have a rental cost.
I want to quickly jump in here to give a better background as to the purpose of these discussions that we will be having. Our goal with the quarterly development road maps are to provide opportunities for you all to get involved in the design and creation of the various systems and mechanics that we have planned. Today we are talking about Deployable Player Vendors which is the focus of our July development schedule - one of our artists already has the in-game asset created and our developers have been working on the back-end systems and core mechanics. That said, we are working through the specifics and rules of the new system which is why we now have this thread opened up. All of your opinions are not only valuable in these threads, but the feedback we receive and discussions that are held will help shape the systems we are working on. We want to make sure these new systems that will be added to the game are done right and enhance your gaming experience in Darkfall: Rise of Agon. This will not only come from our interactions and conversations with you guys on the forums, but from the play testing and feedback we receive on our public test server as well.
Make sure you cant deploy them in dungeons . Should be a given but could also be an oversight. If these are even remotely easy to make they will be used to block paths ... block areas for sieges ... etc
not really a fan of putting those vendors anywhere in the world. Altho people ingame will find a way to make hotspots for vendors.. i would rather have the vendors place around hamlets only.. these placeable vendors have the same limited reach as a vendor in a house.. you need to find a way to connect the database of the vendors both the ingame map and journal.. meaning the journal will tell you who and what poeple are selling and the map will tell you where.. but its all fluff currently, when the current economy is still broken
In the update today we did list the following: Currently planned to have collision Of course if we run into issues with that being the case we will evaluate it as needed. When we get these on the public test server we should be able to see a lot more scenarios play out and if there are pain points that arise we will certainly address them.