Re: Vendor Malls 2.0
Posted: Mon Aug 27, 2018 2:16 am

There should be a cost/benefit when adding new vendors. The more vendors in an area the more laggy too. So you want to be "big enough", without being "too big". That's 100% up to you all to decide. Also, the house owner/vendor mall owner can set rental prices for vendors. Most offer "free" spots now, and they would be free to after the change as well. However, depending where we take money from for the "vendor mall management fund", they might lose out on 'free' spots. This is yet to be determined.- My mall if was at capacity has room for around 150 vendors... the 10k per vendor seems a little overpriced for larger malls. (unless there is a monthly price to rent the stool, and the mall gets at least 1/2 then by all means!!!) Make a maximum price or just leave the cost of the world teleporter the same that is currently is. The world teleporter is and always has been a luxury item, I suggest leaving it be.
Agreed. Probably easier to list any inactive for more than a week, or month. Perhaps a toggle between the two.- The more vendors you get packed into a mall, the much higher the chance of the vendors being forgotten about. Not uncommon for players to stop playing. The Gump MUST show last login date of account (at least up to 30 days)!
Agreed. I think the default 'contract' time should also be changed to 1 week.Vendors by default should allow the property owner to always be allowed to move them. This way higher performing vendors can be moved to prime location inside the mall and less performing vendors can be moved as well.
This is a possibility. However, any funds re-directed to the mall would be strictly for the mall. This isn't a feature for guild malls managers to get* The idea of the vendor contract is outdated - why not have a vendor stool.
- Once placed any player can double click on it and place a vendor. Allow an option for disabling this feature and have 'offer to player'
- Have a base up front cost for the stool to be 10k and the mall gets at least 1/2 of that.
I don't want to get into the micromanagement game. This is for the vendor mall owners to do. They will be able to not renew a contract, or potentially move a vendor. I'm not 100% certain on- Offer some sort of incentive for players to keep their vendors freshly stocked. For instance vendors restocked less than 7 days get free vendor listing on the searchable vendor site.
Again, this would be up to the individual running the vendor mall in question.- Offer some sort of incentive for players to have more than 1 vendor at a mall. 1 vendor might be animals, another weapons another potion kegs etc
I did suggest removing weight limits, and going strictly by item limits, with a hard cap of 300 items. (this might be too much... what do you think)?* FOR THE LOVE OF ODIN - potion kegs and other*heavy* items should have a weight of 1 stone when in a vendor!
This doesn't really fit with my definition of what a vendor should be used for, but i'm open to discussing it. If we're lowering the fees by a lot (100,000 gold vs 360,000 gold for a 1mil item over 2 months in my example) I don't see an issue with charging people. You're saving a lot of money in other places with this proposed change, that I feel your complaint isn't justified. It goes back to what I think a vendor should be, and that is a place to sell your items, for a certain price. There's other options if you want to negotiate, or haggle. If you can convince me, I'd be open to allowing this, as long as it doesn't involve avoiding the tax all together. (Note convincing me doesn't necessarily mean convincing the other staff who can still vote against it).- Items that don't sell - I often lower my price on an item to help them sell. If you are going to penalize players for pulling items out of the vendor you MUST allow them to reprice them IN the vendor. I often get pm's from players offering a lower price. I just lower the price and drop it back into the vendor. (this happens a lot to anyone that has a lot of stuff on vendors)
My resoning behind the 2 month removal (subject to tweaking) is to help prevent people from intentionally overpricing an item, to see if it sells, then letting it sit there indefinitely. This is harmful to the economy, and doesn't do anybody any good. If there is a fee, that must 100% be paid, it deters you from overpricing an item, because you're going to lose money. If the item can just sit on a vendor forever with no daily fee, there is no consequence. I think that a consequence keeps people honest. As mentioned above, I am willing to listen, if you can convince me of why this would be a good thing.- There are a lot of slow moving items - Weapons - jewelry. If you want to keep items in vendors fresh, make the return to bank box ONLY applicable to TC and MZ vendors. This would offer incentive for players to list slower moving items in Player Malls.
[/quote][/quote]- I know a lot of players drop items in their vendor for exuberant prices in TC. Possibly for any item over 100,000 gold you could have a 10% of value deposit required. At the same time, you NEED to allow for any item to be listed for -0- as a display. A suggestion for a display item, it must be tied to a bag, when the contents of the bag reach -0- gold/ed etc. the display item now goes on sale for a predetermined price. Players often have bags inside of bags so it must look at sale $$$
Alamiester wrote:basically they pay a few on what it sells for. doesnt matter the price, they pay a tax. for selling it in their state. sales tax
now add in tc tax, property tax, britian tax, etc, etc. hmmm tc isnt so free anymore is it, lol. sounds redunciluse to me, how it is now. not so bad, since everyone else is paying it.
You don't pay the fee until the item is removed, or sold. So if someone removed it, they would get around the listing fee, which is what is happening currently, and the reasoning behind the fee in the first place.If you are worried about someone selling it outside the vendor after for a lower price; then put a 5 day account bound time on it; though I do not agree with this either; since we would already pay the listing fee.
If we listed it for a high price; we paid a higher listing fee. So what if someone decides to remove it after and private sale it? They already paid a fee. Why hit someone twice?
Vendors have always been a gold sink. While we are removing some aspect of it (daily fee), I'd like to move a portion of it to these 1 time fees, which are overall less than the daily fee was.Animol wrote:I honestly don't understand this fixation on the goldsink aspect of vendors. Listing fees, delisting fees, locking/bounding items, preventing players from doing this or that... Why complicate vendor mechanics so much? This is UO, not Vendor Manager 2018. The original idea behind vendor revamp was to simply make them more affordable outside of TC but now all I see is "how do we make sure players will not be able to avoid fees/taxes" like it was the biggest issue ever. There are better, player-friendly ways of removing gold from the shard (raffles, auctions, ED room, deco room).
There's a few of us that were giving you ideas in chat not long ago so yeah, at least some people like it+Requiem wrote:I went a step further, by trying to come up with new content (vendor mall manager), which I'm not sure anyone likes or dislikes
Are you surprised? There's way more people interested in having a vendor or two than those wanting to run a whole mall.+Requiem wrote:since everyone seems focused on these fees
Remove the daily fee, switch all vendors to sale tax and see how it pans out before applying any funky tax-evasion-prevention features. They might as well not be necessary on the more competitive market.+Requiem wrote:Am I looking too deeply into this? Would a much easier solution be to just revert vendors to the old daily fee, and give up my idea of having high value items being sold on vendors?
This is correct. 6000 gold per 1,000,000 daily (0.6%), or 42k weekly (4.2%). I'll try to respond in depth later on when work isn't quite as busy, just wanted to confirm that (you mentioned fees being 6% and making the listing fees/sales tax total 10-12%, which seems very high.)+Requiem wrote: Right now, outside TC - no stool fee, daily fee of .6% (I think).
Thoughts?
- Items that don't sell - I often lower my price on an item to help them sell. If you are going to penalize players for pulling items out of the vendor you MUST allow them to reprice them IN the vendor. I often get pm's from players offering a lower price. I just lower the price and drop it back into the vendor. (this happens a lot to anyone that has a lot of stuff on vendors)
If you go the sales tax method then there would be no real need to implement a vendor repricing script. IF there is a listing fee when you drop an item into the vendor then you would want to allow items to be repriced while inside the vendor. The whole concept behind a player driven supply/demand pricing market is prices are NEGOTIABLE and vendors are there to sell goods in the players absence.This doesn't really fit with my definition of what a vendor should be used for, but i'm open to discussing it. If we're lowering the fees by a lot (100,000 gold vs 360,000 gold for a 1mil item over 2 months in my example) I don't see an issue with charging people. You're saving a lot of money in other places with this proposed change, that I feel your complaint isn't justified. It goes back to what I think a vendor should be, and that is a place to sell your items, for a certain price. There's other options if you want to negotiate, or haggle. If you can convince me, I'd be open to allowing this, as long as it doesn't involve avoiding the tax all together. (Note convincing me doesn't necessarily mean convincing the other staff who can still vote against it).
- I know a lot of players drop items in their vendor for exuberant prices in TC. Possibly for any item over 100,000 gold you could have a 10% of value deposit required. At the same time, you NEED to allow for any item to be listed for -0- as a display. A suggestion for a display item, it must be tied to a bag, when the contents of the bag reach -0- gold/ed etc. the display item now goes on sale for a predetermined price. Players often have bags inside of bags so it must look at sale $$$
I am wishing for the ability to make ANY item a display item. If you have a bag full of repair deeds, the display item allows players to easily see what is inside the bag.I'm not sure I understand what you mean by the last part of what you said...
So theres a bag.. and it has some item in it for... X gold... when someone buys that item, the display item goes on sale for Y gold?
Are you just wanting a way to sell the display item, directly from the vendor?
- Offer some sort of incentive for players to keep their vendors freshly stocked. For instance vendors restocked less than 7 days get free vendor listing on the searchable vendor site.
The online vendor listing site is a game changer for finding goods listed on a vendor. It would be glorious if it was available for all vendors! I was suggesting a straight forward incentive for all players to keep their vendors freshly stocked. Would also provide a penalty for those who don't keep their vendors freshly stocked (no restock = no online listing).I don't want to get into the micromanagement game. This is for the vendor mall owners to do. They will be able to not renew a contract, or potentially move a vendor. I'm not 100% certain on
moving the vendor though, as it could potentially be abused.
this I would agree with, these problem 3% fee evading direct sellers were a huge number of players? would they still be in a market rebalanced to allow them to keep their insanity pricing localized to their house (WHICH IS FINE ITS CALLED UO)Animol wrote:+Requiem wrote:
Am I looking too deeply into this? Would a much easier solution be to just revert vendors to the old daily fee, and give up my idea of having high value items being sold on vendors?
Remove the daily fee, switch all vendors to sale tax and see how it pans out before applying any funky tax-evasion-prevention features. They might as well not be necessary on the more competitive market.