Patch1: In-Depth Item Stats

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shrike
Posts: 556
Joined: Tue Sep 21, 2004 2:26 am

Re: Patch1: In-Depth Item Stats

Post by shrike »

Okay, you have the different NPC sellers. Those for raw mats, 1-hand melee, 2-hand melee, light, medium, heavy armor and ranged weapons.

Each time you "sell" your item at a NPC merchant you can write a price you want to sell it to other players, standart price is always twice the NPC price. You cannot chose NOT to offer it to other players. Once you "sell" it you get the usual NPC price for this item, just as you get it now.

But on the ATS it isn't vanished, but got moved to the player sales. While it's not sold to another player you can get the item back by paying the money you got from the NPC.

Two pictures, left the raw mat merchant, right the light armor merchant in zorai newbieland.

http://img93.exs.cx/img93/3285/shop1.jpg

The items there are sorted by type, as with the usual NPC sales. But the usual order by quality isn't there, at least not totally. As you can see it's somewhat mixed up.

The mat player merchant is halfway acceptible at the first glance because you get all the important infos at a glance: lvl, type and quality. A sorting option would be very useful but one could life with it. At least for a while. Unless...there are too many items. Which is very very likely what will happen on the main server.

The light armor merchant, on the other hand.. You see item lvl and name and thats it. Color, quality, stats, stat boni, ... is everything in happy rightclick land.
And you see the little bar you use to move the list up and down? It has the minimal possible size - which it got around halfway through the loading process. Which took 70 seconds to load (and I have usually very little - no lag, so you can assume it won't get much faster). And this is on the starter isle. With only the devs and a few players tinkering around. Now imagine how it will be on the main servers....
A careful estimate would be waiting 5 minutes for the items to stop loading and then 30 minutes to rightclickign through a gazillion of them. Nevermind that a lot of important stats like doging or parry mods are still not visible. Higher prices for "real" items will help here, but only halfway.

If it's implented that way the mat trade will be quite usefull for crafters, but actual item trade will still be made by the region channel.
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aether4u
Posts: 65
Joined: Sat Oct 02, 2004 2:15 am

Re: Patch1: In-Depth Item Stats

Post by aether4u »

shrike wrote:Okay, you have the different NPC sellers. Those for raw mats, 1-hand melee, 2-hand melee, light, medium, heavy armor and ranged weapons.

Each time you "sell" your item at a NPC merchant you can write a price you want to sell it to other players, standart price is always twice the NPC price. You cannot chose NOT to offer it to other players. Once you "sell" it you get the usual NPC price for this item, just as you get it now.

But on the ATS it isn't vanished, but got moved to the player sales. While it's not sold to another player you can get the item back by paying the money you got from the NPC.

Two pictures, left the raw mat merchant, right the light armor merchant in zorai newbieland.

http://img93.exs.cx/img93/3285/shop1.jpg

The items there are sorted by type, as with the usual NPC sales. But the usual order by quality isn't there, at least not totally. As you can see it's somewhat mixed up.

The mat player merchant is halfway acceptible at the first glance because you get all the important infos at a glance: lvl, type and quality. A sorting option would be very useful but one could life with it. At least for a while. Unless...there are too many items. Which is very very likely what will happen on the main server.

The light armor merchant, on the other hand.. You see item lvl and name and thats it. Color, quality, stats, stat boni, ... is everything in happy rightclick land.
And you see the little bar you use to move the list up and down? It has the minimal possible size - which it got around halfway through the loading process. Which took 70 seconds to load (and I have usually very little - no lag, so you can assume it won't get much faster). And this is on the starter isle. With only the devs and a few players tinkering around. Now imagine how it will be on the main servers....
A careful estimate would be waiting 5 minutes for the items to stop loading and then 30 minutes to rightclickign through a gazillion of them. Nevermind that a lot of important stats like doging or parry mods are still not visible. Higher prices for "real" items will help here, but only halfway.

If it's implented that way the mat trade will be quite usefull for crafters, but actual item trade will still be made by the region channel.


So, as I read it from your description (other than major interface issues), you can only make standard NPC sell-price for any item sold through an NPC? That's how it sounded. You sell the item to the NPC and list the price you want, and you get the standard NPC price. Do you get the additional dp when it sells, or does the NPC keep it all? That would be kinda pointless if that were the case. I would assume you get a notification when an item sells, and then come pick up the money based on your specified cost right?
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shrike
Posts: 556
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Re: Patch1: In-Depth Item Stats

Post by shrike »

I think it will work this way.

Imagine you want to sell and item for which the NPC would pay to you 500. You leave the standart player price when the NPC makes you the buy offer, meaning the player price is 1000. So, when you "sell" the item to the NPC you get 500 and when another player buys the item you get the other 500.

Without having to go to the NPC to get it - you don't have to go to get the money from a npc-missiongiver when you complete his mission, too.

Not that I have tested this - it's basically impossible. First costumers are rare and second how to determine which of the gazillion items to buy? But it is the only thing which makes sence. For example, why should you be able to tell the NPC which price to sell the item for when that money would go to the NPC anyway?
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bizango
Posts: 47
Joined: Wed Oct 06, 2004 11:12 pm

Re: Patch1: In-Depth Item Stats

Post by bizango »

I've not seen it on test, but from reading the description on this thread, here's what it sounds to me like how it works.

Say, I make an item. I take it to the merchant that will sell it for me. I specify the price I am willing to sell it to another player. The default is twice the merchant buy price, but I am able to adjust it up or down depending on what I think I can get for it. The merchant gives me his buy price as a down payment right away. Later, when another player buys it, the balance of the dappers appear in my purse. If nobody buys the item, I can come back within a week and get the item returned to me, provided I return the down payment.

Something I'm not real clear about, if I'm just skill grinding junk and I sell them to a merchant, do they go into the "items for sale pool" ? It seems to me there should be an 'opt-out' switch when you sell something, or better yet, you opt-in when you sell through specific merchants.

Wishlist: *ALL* stats to be visible to a buyer, best would be the display the crafters see when they are working.

Wishlist: A market surveyor interface, maybe similar to the DAOC implementation, where the buyer could set the criteria for what they want.
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vladww
Posts: 124
Joined: Mon Sep 27, 2004 11:23 am

Re: Patch1: In-Depth Item Stats

Post by vladww »

There need to be a limitation to the number of items a character can sell thru this consignment system imo.
Maybe 30 items/stacks per week or something
larsa
Posts: 111
Joined: Fri Oct 01, 2004 1:10 pm

Re: Patch1: In-Depth Item Stats

Post by larsa »

bizango wrote:... Something I'm not real clear about, if I'm just skill grinding junk and I sell them to a merchant, do they go into the "items for sale pool" ? It seems to me there should be an 'opt-out' switch when you sell something, or better yet, you opt-in when you sell through specific merchants. ...


As of now all items you sell to the merchant end up in the pool, there's no "opt-out" switch or something.

I tested the armour merchant in a Zorai newbie camp earlier and estimate he had a few hundred pieces of junk armour in his inventory. :)
larsa
Posts: 111
Joined: Fri Oct 01, 2004 1:10 pm

Re: Patch1: In-Depth Item Stats

Post by larsa »

shrike wrote:I think it will work this way.

Imagine you want to sell and item for which the NPC would pay to you 500. You leave the standart player price when the NPC makes you the buy offer, meaning the player price is 1000. So, when you "sell" the item to the NPC you get 500 and when another player buys the item you get the other 500.

Without having to go to the NPC to get it - you don't have to go to get the money from a npc-missiongiver when you complete his mission, too.

Not that I have tested this - it's basically impossible. First costumers are rare and second how to determine which of the gazillion items to buy? But it is the only thing which makes sence. For example, why should you be able to tell the NPC which price to sell the item for when that money would go to the NPC anyway?



It works that way, when I came online on the test server today I got a message that I had sold an item and I got the additional dapper, sadly the message doesn't tell you the name of the buyer.
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shrike
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Re: Patch1: In-Depth Item Stats

Post by shrike »

vladww wrote:There need to be a limitation to the number of items a character can sell thru this consignment system imo.
Maybe 30 items/stacks per week or something



Bad idea. For example, this means a jewelcrafter could sell *3* sets per week. Limiting the number of sells isn't the solution here.
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sumoman
Posts: 211
Joined: Thu Sep 23, 2004 6:17 pm

Re: Patch1: In-Depth Item Stats

Post by sumoman »

Hi, i hav read wot u said and i think they should be a place where u can sort weapons by ql and price. And there should also b a place that the sellin player has a places to write about that piece of armour/weapon describing the mats used and its stats so that they can see it wiht out having to right-click on it
nihir
Posts: 64
Joined: Wed Oct 13, 2004 10:31 pm

Re: Patch1: In-Depth Item Stats

Post by nihir »

Why not group all exactly equal (same stats, same quality, etc.) items together and when someone wants to buy one, have the first one placed for sale be the actual one sold?
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