Keep the thread civil, and on track.
Vendor upgrade
I personally think this is going to be more than a quick fix. There is a lot to think about.
* Vendors should be profitable. Taxing everything, and/or charging (too much) for vendors is I think counter-productive in many (not all) cases. Low end item's don't make a lot of profit, since the market is newbies who don't have a lot to spend anyways.
* Vendors should be able to sell low end, and high end items, without extraordinary fees either way.
* If we enforce a fee that is considered “too high”, people will go back to using display tables.
* If we don't force a fee, people exploit the system to avoid paying, or overprice items with “PM offer”
* We could collect a fee up-front, but then it requires people to have money, which goes against why you're selling in the first place. Also hurts competition. (favors vets)
* Collecting a fee at the end makes more sense, but restricting players from exploiting by just removing that item, and selling it themselves... (could also lead to more people going back to table selling). (This can also hurt competition)
* Do we allow re-pricing at no-cost? Only within a certain amount? +- 5% free reprice, more than 5% some repricing fee? People could still just mark down 5%, then another 5% to get around it also....
* Non TC vendors need to be able to compete with TC vendors. No daily fee on one negates competition, and is unfair.
* TC should have unique qualities to keep people interested in it (ED/Elven Notes/Tokens as valid currency)
* If a player removes a vendor in TC/MZ, they should not be able to replace it for a certain time limit. (20 hours?)
* If a vendor is dropped for lack of payment, they should not be able to place a new vendor for a certain time limit.
* Clarification for where the money comes from upon renewals. (bank? exex? vendor itself?)
* Vendors should not be commodities to sell to one another.
* Maybe an auction system for TC vendor spots. Players bid on a vendor spot, then get it for X days, then a new auction.
Do we want TC to be the central trading hub going forward? Some players said it was a bit overwhelming starting there.
Should we keep TC, even if we move where player's start?
Enforcing a fee seems to be the biggest issue. There should be a gold-sink involved I think, but how do we
1. make it fair to all players (for low and high end items)
2. allow items to be repriced to stay competitive, or not be repriced?
3. prevent players from circumventing the fees?
+Rs suggestions
After a lot thought on this matter, I think we should consider the following:
1. removing daily fee from all vendors (so we can still sell high priced items on vendors) or re-implementing a daily fee, and coming up with a way for players to sell high-priced items without extraordinary fees. (Using 10% (I know its 6%) - It's one thing to pay 200 gold a day on a spell book, another to pay 5 mil a day on a relayer).
2. keeping ED/Elven Notes/Tokens/Other Currency as a TC only thing
3. removing the free vendor listing from TC vendors, or giving it to all vendors (promotes competitive trading) (fees for one vendor should not be free on another)
4. price matching (or adjusting to be more fair to all vendors) world teleporter and TC/Zento vendor stool pricing (promotes fair competition)
5. Saving vendors upgrades when vendor is dismissed (deeded?)
6. Shindaril suggested, and I really like a time-based fee idea, +C had a similar idea.
Time based fee idea - I like this, without the option of returning the fee to the player. I think there does need to be a gold sink involved, and there should be some risk.
That being said, I really do like the idea of paying for a time limit. It could be something like
3 days could be: (1,000,000 * 6% * 3) / 7.5 = 24,000 = 2.4% of the total - no discount
15 days could be (1,000,000 * 4% * 15) / 7.5 = 80,000 = 8% of the total - an overall discount of 4% from previous tier
30 days could be (1,000,000 * 3% * 30) / 7.5 120,000 = 12% of the total - an overall discount of 4% from previous tier
(numbers subject to approval - theory only - only shown for visualization) At the end of the time limit, items would be sent back to the players bank.
Another option is to remember to initial listing price
* allow player to re-price the item, but charge a 1 time fee when it sells for X% of the new price
* allow player to remove item for 5 minutes, with a confirmation gump, to pay no removal fee.
* if a player removes the item, without selling it, they are charged %X fee based on the initial listing price.
* TOWN CENTER VENDORS would need special consideration, since they decay after 10 days.
New 8/8/2018
1) Store the value of the item when it was listed. If player removes item from vendor, or it sells, they are charged X% of this amount.
2) Store the total value of all sales for 7 days. Players are again charged X% of this amount.
These would replace the daily fee currently on vendors. - In this way, it also allows people to only pay for what they sold/listed.
Idea for shops vendors: Lower world teleporter fee, but add in fee for # vendors in house(s). Too many “free” vendor spots. There should be a gold sink involved, even in running a vendor mall.