Guild Hall and Apartment Inventory

Come in, pull up a chair, let's discuss all things Ryzom-related.
User avatar
iphdrunk
Posts: 1574
Joined: Tue Sep 21, 2004 8:20 am

Re: Guild Hall and Apartment Inventory

Post by iphdrunk »

Request For Enhancement: In any packer/mount/appartment/guild hall/player bag, please, make identical items other than mats (gear, tickets, tools?) stack. For example, let me craft 90 earrings, and sell them/move them with a single drag/click.


thanks
Ani
josephm
Posts: 652
Joined: Tue Oct 05, 2004 7:36 am

Re: Guild Hall and Apartment Inventory

Post by josephm »

I think this would lag the game as well. Before the game stacks your item it will have to read every statistic and what mats it was made of before it allows itself to stack. Then it has to communicate with the server. If you stack 99 earings together be prepared for lag.

If we had the option to 'select' an item for purchase or sale or transfer and it becamse highlighted, then were able to select others and sell them in a 'bundle' we would save a vast majority of time.

2 options when selling.
Fast way: Selling in bulk (2+) means that all items will have the same % markup. Reason being that the storekeeper doesn't want to bother with more ledger work.

Slow way: Item names and Quality show up in a window that does not display stats, merely Q, Name, % markup, total# sold (for mats), Price for single, Price for stack. At the bottom of the screen (scrollable-or 10 item max) total dappers recieved/bought for all items from Vendor and from Resale.

edit: back on topic:
Errand boys! NPC we can hire to 'run back and forth' (he just stands there) and check items from all stores in a certain location. For example we hire and urchin and he runs around zora. We hire and apprentice merchant and he displays hoi cho items. A journyman Jen-lai, and a full fledged merchant, MC.
These guys would require food upkeep like packers! buwahhaha...no we can just buy them. maybe have a daily pay scale from teh GH funds to upkeep them.
errand boy payscale = 50k + 400 upkeep
apprentice = 250k + 1k upkeep
journeyman = 500k + 2k upkeep
Master = 1M + 3k upkeep

Then we could buy for high rates and upkeeps, merchants from Dyron, Pyr, Yrkanis etc.

The merchants would be expensive -5+M and would involve a daily upkeep of 5k+

If yuo run outa money in GH from this and other possible expenses...things start shutting down (they'll stick around for a few days but soak up what you owe them when instantly deposited), and you'd have to repurchase them.
haddo
Posts: 37
Joined: Wed Oct 20, 2004 11:08 pm

Re: Guild Hall and Apartment Inventory

Post by haddo »

Just want to say thanks for the increase in apartment bulk. It really helps a lot. I know there are other features that would be nice, but this is what I really wanted.

Haddo - Pegasus Foundation
User avatar
rhaenaan
Posts: 81
Joined: Wed Jan 05, 2005 11:53 am

Re: Guild Hall and Apartment Inventory

Post by rhaenaan »

-Segregated vault (dappers. mats, armor & weapons seperated to allow for easier sorting and for access by different guild groups. ie: Fight leaders having access to the armor and weapons. Crafters having mat access. HOs having access to the dappers)
-Configurable access levels
-Individual guild lockers. Allow guild members to keep personal inventories in the Guild hall that HO's or officers can access as required. This would help get around the issue of members not being online 7x24. HOs or Officers could manage the handoff of items between players without them being publically visible in the vault. It would also provide a tangible benefit of a guild hall to the average guild member.
-Vault and apartment inventory visibility from anywhere in the game.

On a related note:
-Foreign embassies/guild halls with the features above (as proposed in support tickets). Since they would provide an advantage to anyone that had one, a RL-type balance could be:
+Relevant guild fame changes would be doubled due to the visibility of the guild in the foreign land (if you have an embassy, you would assume that the locals would be more aware of you). If you incur negative fame, it would be twice as bad. If you incurred positive fame changes, it would be twice as good.
+If the guild has negative fame, the guild has a fixed amount of time to correct it or the embassy is overrun and the embassy and all items in it are lost.
-It would also be nice to have the basement ports linked between embassies/halls for limited use (maybe one use per guild day to limit the usefulness for an invasion. Make them unuable by anyone that has never physically visited the embassy. [like a spawn] or limit the use to designated ambassadors of the guild.)
______________________________________
Rhaenaan of Thesos
Eye Of Atys - http://TBD
(Dedicated to the preservation of Atys for all Hominkind)
Veni, Fudi, Fugi (I Came. I Dug. I Ran Away)
User avatar
vinnyq
Posts: 1311
Joined: Fri Nov 05, 2004 12:05 am

Re: Guild Hall and Apartment Inventory

Post by vinnyq »

One thing that the devs might be afraid of with the unlimited apartments/gh/upgrades/packers available to be bought is that lots of players can end up with a large number (infinite) number of such things. I have seen a system in other games that allows for infinite (theoretically) number of storage space to be bought (e.g. packers) but is restricted by the increase in prices (exponential?) for each additional packers/apts/gh/etc. The devs might want to muse over this if they are having problem with giving players the possibility of having unlimited storage.

Oh also, a good playmate of mine recommend that mebbe your personal bag inventory should increase as you gain lvl (e.g. being able to carry more weights/bulks) as your strength increase. I know this have nothing to do with GH and apts but I thought I should just throw it out there =)

And a tp tickies wallet would be nice too ...
jinari
Posts: 42
Joined: Thu Sep 23, 2004 2:12 am

Re: Guild Hall and Apartment Inventory

Post by jinari »

More slots in the Guild Hall is going to be essential to help out with the new increase in bulk. Even if we have to buy them, we need them. Our guild is growing daily and our needs with it. :)
Jinari
Pegasus Foundation, Co-leader, SoR Chapter
http://www. Pegasus-Foundation.com
-Come Join the Fun!
lyrah68
Posts: 893
Joined: Thu Sep 23, 2004 11:45 pm

Re: Guild Hall and Apartment Inventory

Post by lyrah68 »

I have to say, after about a weeks worth of thought that the idea of individual guildmember lockers is pure genius. I think it would be a great way to fix troubles with players needing upgrades in gear, and them not being online when the guilds *insert craft speciality here* is on.

I would like to see these lockers openly accessable by the member, deposit accessable by any other member with ability to see ONLY what that depositor put in (at anytime in the past, providing that item is still in the locker and has not already been withdrawn by the locker owner). I would NOT limit the type of item that could be deposited, I would include mats, dappers, finished crafted items, Used items with more than 60% of their original life left (AKA handmedowns).

I would like to see the following teleports in the GH, port from guildhall to players personal apt providing it is in the SAME town, Teleports from the GH to the guilds outpost (once they are in game) providing the GH and the outpost are in the SAME civilization or in a PR zone connecting to the GH's civilization.

I think that the BULK and the Number of slots of apt and GH need serious looking at. If you up the Bulk, but level the number of slots the same, that is just stupid, since what we need MOST is the ability to put MORE Items into storage.

So...giving us more weight but not slots is not giving us anything at all.
User avatar
cerest
Posts: 715
Joined: Tue Sep 21, 2004 10:00 am

Re: Guild Hall and Apartment Inventory

Post by cerest »

Wow guys great feedback! This is plenty for the devs to go on. Thanks ;)
Cerest
Community Liaison
Locked

Return to “General”