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The new vendor system - why it cannot go live
Posted: Thu Oct 21, 2004 4:31 pm
by jesder
Disclaimer - I do not have access to the test server. All information I am basing this on is info posted to this and other forums. If you have actually tested this system and I am wrong about something, please let me know. Against my better judgement, I am going to rank these by severity or the issue. I know this is just my opion and in the end it is the Devs who will decide, but oh well.
The Bad
P1 (major show stopper)
1 - The system is open for exploitation. From what I have read, there is no cost to using the vendor system. This would let a person use the NPC vendors as extra storage space. Since it also seems there is no limit to how many items you can sell, Welcome to no cost unlimited storage where the only risk is someone actually purchasing an item you priced for 100x what it is worth. Win Win ?
P2 (major issue, but could go live anyway)
2 - Major increase in items the server needs to track. Since all items sold to the NPC will be stored for a week, this will greatly increase the amount of active items on the server. While I do not know exactly how the backend of Ryzom works, many other MMOGs have had this problem at some point. If issue #1 is resolved and only items which people want to sell are kept, this should help limit the number of items put up for sale.
P3 (major annoyance but should not have a drastic effect on gameplay)
3 - NPC vendor inventory load times (related to issue #2). Other threads deal with this so I wont expand on it.
4 - Lack of sorting and filtering options (related to issue #2). Other threads deal with this so I wont expand on it.
5 - Many items still do not show complete stats (not directly related to vendor system). Not all 100/100/20/10 swords are alike. Dodge and parry mods are not displaying on items. There is no reason we should not be able to see all stats for an item.
P4 (little impact)
6 - Cannot tell who is selling the item. This is always a nice feature and helps the community. It also helps the crafters get "custom" requests from other players.
That is all I can think of at this time... Cerest, please let us know these concerns are being taken into account and that you guys understand the issues. Your post in another thread about being able to see item stats makes it seem like you dont play the game or at least know the little annoyances of it.
Re: The new vendor system - why it cannot go live
Posted: Thu Oct 21, 2004 4:43 pm
by cerest
jesder wrote:Cerest, please let us know these concerns are being taken into account and that you guys understand the issues. Your post in another thread about being able to see item stats makes it seem like you dont play the game or at least know the little annoyances of it.
Actually I do play the game, quite often, including the test server. Please don't make assumptions about weather or not I *get* it, and also please take into account what I can and cannot say. I'm sorry if you think that I don't understand where you are coming from, that's not the case at all. I can assure you that most if not all of your suggestions do make their way to the devs, that *is* part of my job you see.
Also, please note that if you did play on the test server you would have an better understanding of Patch 1 and just what and how it will be implemented.
Re: The new vendor system - why it cannot go live
Posted: Thu Oct 21, 2004 4:49 pm
by jesder
cerest wrote:Actually I do play the game, quite often, including the test server. Please don't make assumptions about weather or not I *get* it, and also please take into account what I can and cannot say.
Also, please note that if you did play on the test server you would have an better understanding of Patch 1 and just what and how it will be implemented.
Sorry about that .. but your post in reply to being able to see dodge and parry stats .. well it was just wrong. You cannot see them rightnow on live .. the spot is there but it is always 0. Sometimes with newly crafted items these missing stats will actually show up for a sec or two when the item is first viewed so i know the info is there, but it is being masked.
The test server ... I am not sure why the test server has to be limited to only people who pre-ordered the game or that played in Beta. I would like to see how things are, but since I did not beta or pre-order .. well I am not worthy to test the changes.
Re: The new vendor system - why it cannot go live
Posted: Thu Oct 21, 2004 4:51 pm
by lonwolf
The devs have to start somewhere and this is a good foundation from which to build.
I understand their may be some other goodies to go along with Patch 1....
I can't wait!!!
Keep up the good work GM's/Devs/Cerest!!!
Re: The new vendor system - why it cannot go live
Posted: Thu Oct 21, 2004 4:53 pm
by cerest
jesder wrote:Sorry about that .. but your post in reply to being able to see dodge and parry stats .. well it was just wrong. You cannot see them rightnow on live .. the spot is there but it is always 0. Sometimes with newly crafted items these missing stats will actually show up for a sec or two when the item is first viewed so i know the info is there, but it is being masked.
The test server ... I am not sure why the test server has to be limited to only people who pre-ordered the game or that played in Beta. I would like to see how things are, but since I did not beta or pre-order .. well I am not worthy to test the changes.
In regards to the ATS I posted this on another forum regarding the same question, "Why only pre-order code holders".
***
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.
***
Re: The new vendor system - why it cannot go live
Posted: Thu Oct 21, 2004 4:53 pm
by raynes
1 - The system is open for exploitation. From what I have read, there is no cost to using the vendor system. This would let a person use the NPC vendors as extra storage space. Since it also seems there is no limit to how many items you can sell, Welcome to no cost unlimited storage where the only risk is someone actually purchasing an item you priced for 100x what it is worth. Win Win ?
I don't see this as an issue. In order to do that a person would have to go through the very tedious process of giving each item to a vendor (it works just like if you were selling to a vendor). If they wanted to make sure people didn't buy the stuff they would have to change the price for each item as they gave it to the vendor. It would really be more trouble than it would be worth.
2 - Major increase in items the server needs to track. Since all items sold to the NPC will be stored for a week, this will greatly increase the amount of active items on the server. While I do not know exactly how the backend of Ryzom works, many other MMOGs have had this problem at some point. If issue #1 is resolved and only items which people want to sell are kept, this should help limit the number of items put up for sale.
I'm sure they have taken into account the server load.
5 - Many items still do not show complete stats (not directly related to vendor system). Not all 100/100/20/10 swords are alike. Dodge and parry mods are not displaying on items. There is no reason we should not be able to see all stats for an item.
UUUUGGGGGGGHHHHHHHHH!!!! Sorry I had to do that. You will be able to see the same exact stats you would be able to under any other conditions. As far as I can tell people are complaining that they won't be able to see hidden stats that players now tell them when they buy things. Well how do you know what they are telling you is the truth anyway? And if you are really that concerned with those extra stats, buy direct from players and not from this new system.
6 - Cannot tell who is selling the item. This is always a nice feature and helps the community. It also helps the crafters get "custom" requests from other players.
You don't need to know who is selling the item. If you are looking for items sold by a specific player, then contact that player directly. How hard would it be to talk to a player, the player says I sell my stuff to xyz vendor, then you shop at that vendor.
This system is being setup as a convience thing. You do not have to use it. Players can still sell directly to other players. They can still custom make things.
Re: The new vendor system - why it cannot go live
Posted: Thu Oct 21, 2004 4:59 pm
by shrike
raynes, creep back into your fanboy hole. His concerns are quite valid.
Re: The new vendor system - why it cannot go live
Posted: Thu Oct 21, 2004 5:03 pm
by elfmatic
On #6 Raynes consider if you don't know who makes good light armor, then you find some good stuff from another player on a vendor, but would like some more (because the armor will only last a couple of hours
). Well, without knowing who made it you're back to doing a /region Who made the really good light armor for sale in Zora???
So in those scenarios, which happened CONSTANTLY in SWG, it'd be very useful to see who made what stuff you were buying. In addition it's much easier for crafters to gain their ever-valuable reputations if they can put their name on their goods.
~Elf
Re: The new vendor system - why it cannot go live
Posted: Thu Oct 21, 2004 5:09 pm
by evalisa
shrike wrote:raynes, creep back into your fanboy hole. His concerns are quite valid.
for once id have to agree.
it so hppens that i too would love to see the "hidden stats" and crafters name
and a sort option is most definatly needed
and the "Extra storage exploit" was a big issue in SWG so yes, people will do it
Re: The new vendor system - why it cannot go live
Posted: Thu Oct 21, 2004 5:14 pm
by raynes
elfmatic wrote:On #6 Raynes consider if you don't know who makes good light armor, then you find some good stuff from another player on a vendor, but would like some more (because the armor will only last a couple of hours
). Well, without knowing who made it you're back to doing a /region Who made the really good light armor for sale in Zora???
So in those scenarios, which happened CONSTANTLY in SWG, it'd be very useful to see who made what stuff you were buying. In addition it's much easier for crafters to gain their ever-valuable reputations if they can put their name on their goods.
~Elf
Well wouldn't that person sell to the same vendor more or less all the time?