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Re: The new vendor system - why it cannot go live

Posted: Thu Oct 21, 2004 7:14 pm
by lupine04
jesder wrote:Debate is good .. that is why I posted and not just send it to support.

Basicly (from my understanding) .. When you sell an item to an NPC you will get an option to set a selling price for the item. Default is 2x the NPC buy price. Reguardless of wether or not you change this price you will receive the buy price from the NPC as soon as you click ok. The item will then show up in the NPC inventory at whatever price you click ok to. If this item is sold to a player within a week, you will be credited the amount minus the amount you received initially.

You have no Opt-out option. And there is no filters/tabs/search feature when buying.

Help any ?
I agree with you 100%. Debate is awesome :-) . But, as I don't know anything about the vendor system, I wanted to make sure no one took it as me speaking for one side or the other... 'tis all.

Overall, though, yeah, that clears it up a bit... a screenshot linked a little farther up was a bit helpful too :-)

Thanks :-)

Re: The new vendor system - why it cannot go live

Posted: Thu Oct 21, 2004 7:22 pm
by khayne
There is an inherent "bug" which if everyone used it would make our lives simpler. Whichever vendor you sell your product to is the only vendor that will sell it in the "Players Sales" tab. However, the different merchants(heavy armor/melee weapon) will only sell products in "Player Sales" of their type of product. Therefore, if I craft 200 vendor mat grind light boots and sell them to the heavy armor merchant, they will not show up for sale in ANY merchants "Player Sales" section. They will of course show up in the "Your Sales" tab and stay there for a week...but at least it won't annoy anyone else. :)

Also, the products ARE sorted by type...but not by quality, why? (he asks inquisitively.)

Re: The new vendor system - why it cannot go live

Posted: Thu Oct 21, 2004 7:28 pm
by Fred1l1
Well i don't know this for sure since i have not gotten onto the ATS yet, but have you tried right clicking and seeing if you can use the 'sort' buttons that you can also use in your inv?

Re: The new vendor system - why it cannot go live

Posted: Thu Oct 21, 2004 7:42 pm
by ralgur
I think this is the first game that ever felt the need to limit how many they have testing the product on the test server. Most games have to almost BEG people to do so. They also specify that it's "no support - you're on your own". I guess you guys don't want folks being frustrated on test. It's an admirable quality in a game company, but it sure does limit testing. I don't think you'd have as many wanting to hit the test server as you think.

I can count the number of times I've ever logged onto a test server for an mmorpg after it went live on one hand. I've been playing them since 1999.
cerest wrote:In regards to the ATS I posted this on another forum regarding the same question, "Why only pre-order code holders".

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Think if we allowed EVERYONE on the test server. It wouldn't be a test server anymore, it'd be a live server. And since there isn't any support on the test server (because the GMs are on the live server as they should be) it'd be crazy.

I know when I log in on the test server now I get tells all the time from people wanting support. If we allowed the entire population of Ryzom (including the euro servers) on that server then it'd be a madhouse. We chose the pre-order code holders as a sort of focus beta. There are enough of them to get feedback and few of them so that it doesn't get out of hand.

Hopes this sheds a little light on the ATS.

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Re: The new vendor system - why it cannot go live

Posted: Thu Oct 21, 2004 8:35 pm
by rlaltman
ralgur wrote:I think this is the first game that ever felt the need to limit how many they have testing the product on the test server.
Indeed. I fail to see any advantage to this. Trust me, open the test server to all paying subscribers, and the server will not be overwhelmed. It is rare for any player to make a "home" on a test server. The few people who participate tend to be dedicated to the good of the game, and by denying them an opportunity you are doing Ryzom no favors.

Re: The new vendor system - why it cannot go live

Posted: Thu Oct 21, 2004 8:39 pm
by seedyman
rlaltman wrote:Indeed. I fail to see any advantage to this. Trust me, open the test server to all paying subscribers, and the server will not be overwhelmed. It is rare for any player to make a "home" on a test server. The few people who participate tend to be dedicated to the good of the game, and by denying them an opportunity you are doing Ryzom no favors.
Before they allow everyone in, though, they should disable direct /tell to GMs.
Make people use the ticket system.

Re: The new vendor system - why it cannot go live

Posted: Thu Oct 21, 2004 8:40 pm
by trcroyle
rlaltman wrote:Indeed. I fail to see any advantage to this. Trust me, open the test server to all paying subscribers, and the server will not be overwhelmed. It is rare for any player to make a "home" on a test server. The few people who participate tend to be dedicated to the good of the game, and by denying them an opportunity you are doing Ryzom no favors.
Not to mention having the occasional wipe on the test server will keep people from hanging out there on a long term basis.

Re: The new vendor system - why it cannot go live

Posted: Thu Oct 21, 2004 8:56 pm
by gralen
ralgur wrote:I think this is the first game that ever felt the need to limit how many they have testing the product on the test server. Most games have to almost BEG people to do so. They also specify that it's "no support - you're on your own". I guess you guys don't want folks being frustrated on test. It's an admirable quality in a game company, but it sure does limit testing. I don't think you'd have as many wanting to hit the test server as you think.

I can count the number of times I've ever logged onto a test server for an mmorpg after it went live on one hand. I've been playing them since 1999.
I jumped on the ATS twice and then realized that I don't want to pay to beta test. Now when logging into the ATS I get error 53 so for whatever reason I've been unauthorized to use the ATS; which, given my first statement, is fine by me.

Re: The new vendor system - why it cannot go live

Posted: Fri Oct 22, 2004 12:05 pm
by rudedog3
raynes wrote:Fanboy hole? Why because I have seen the system in use (which by the way he has not) and I don't see the mass panic happening that he does? Or is it becuase I fail to see how it's any different that you can't see stats after this system is in place, that you can't see now? Before you or anyone opens their trap why not actually try using the system, otherwise all your complaints amount to is "the sky is falling".
Well if you stop and realize that if you buy from a player direct then you will know who cheated you if it isn't what they said and they would get a bad rep quickly. But if you can't see the name on the vendors then anyone could put crap on the vendor and even though you will see the stats you can always see,things like dodge you cannot make sure of till after you buy it and if it is crap armor with no dodge you can't even tell.

Re: The new vendor system - why it cannot go live

Posted: Fri Oct 22, 2004 1:23 pm
by nizbar
Although I believe many of these issues are valid points, I don't agree that these should alter whether the system goes live or not. Assuming that the exploit issues and the server load created isn't excessive, this system adds a nice feature to the game. Its not exactly how any of us probably wishes it were implemented, but it certainly doesn't make the game any worse by its addition. It also provides the devs with a nice building block for future addition of filters, auction capabilities, buy out options, etc. In short, the system only adds functionality to the game and therefore, I can't see why it shouldn't go live barring any bugs/problems that it may introduce.