Ability to Buy (in addition to Sell) at Player Vendors
Welcome to Project: Gorgon!
Project: Gorgon is a 3D fantasy MMORPG (massively-multiplayer online role-playing game) that features an immersive experience that allows the player to forge their own path through exploration and discovery. We won't be guiding you through a world on rails, and as a result there are many hidden secrets awaiting discovery. Project: Gorgon also features an ambitious skill based leveling system that bucks the current trend of pre-determined classes, thus allowing the player to combine skills in order to create a truly unique playing experience.
The Project: Gorgon development team is led by industry veteran Eric Heimburg. Eric has over a decade of experience working as a Senior and Lead Engineer, Developer, Designer and Producer on successful games such as Asheron’s Call 1 and 2, Star Trek Online and other successful Massively Multiplayer Online Games.
Ability to Buy (in addition to Sell) at Player Vendors
A nice feature would be if at a player stall, we can add some items that other players can sell to us. For example, you place 10,000 councils into your stall and add item "Heartshroom" at quantity 50 for 200 councils each.
Then any player who accesses your stall can sell heartshroom for 200 ea up to the maximum number you've offered to purchase.
It would serve as an alternative way to sell to players from the work order board, especially for new players who may not be able to amass the quantities required for the board.
Also it would be a nice way for new players to learn which items have greater value than face value.
This is an awesome idea!
Reminds me of the SWG vendors, would be neat to see an ingame advertise/herald ability gated high in favor or industry skill or maybe a new merchant skill too.
So basically move player work orders off the board to your vendor?
I don't really understand how you came to this conclusion. As i said, this would be an alternative to using the work order board, not a replacement.
Originally Posted by alleryn
It would serve as an alternative way to sell to players from the work order board, especially for new players who may not be able to amass the quantities required for the board.
A parallel construction for the work order board could be nice too. A way to sell large quantities of items via the board. "Surplus Offers" vs "Work Orders", perhaps.
I think the idea is that with the store work orders, a customer only has to fill part of the order, not the whole thing. This way, they don't have to go gather, say a stack of spruce, and only sell a couple instead. Then, other customers will continue to sell their spruce until the order is filled.
I like the idea, but I have one issue with it. You'd only see the work order if you went directly to the store itself. I think it would help it there was another option on the regular work order board for store orders, where customers can go directly to sell. This could be an additional perk of being a store owner.
Because your descriptions of its function sounded precisely like the current player work order boards function.
Perhaps you overlooked a key difference:
Originally Posted by alleryn
Then any player who accesses your stall can sell heartshroom for 200 ea up to the maximum number you've offered to purchase.
which is quite different from the work order boards.
Originally Posted by Mjytresz
I like the idea, but I have one issue with it. You'd only see the work order if you went directly to the store itself. I think it would help it there was another option on the regular work order board for store orders, where customers can go directly to sell. This could be an additional perk of being a store owner.
I guess i was imagining the purple golems could be used to search the player vendors for offers to buy in addition to the current search function for offers to sell. I basically like the current system, since there are advantages to every method.
The work order board has the advantage that it's relatively low cost, but the disadvantage is that it really only works in bulk (otherwise it's not so low cost due to the flat fee, which really i kind of think should be higher considering the number of work orders that get put up that have no chance of being filled because they are unreasonably priced).
The player vendors are high cost to rent, but offer the convenience to be able to do small transactions for just what you need. The store owner is paying for that convenience in rent, the customer is paying their share of the convenience in having to put a little work in to find what they need (which is fairly reflective of real life medieval markets in my imagination).