Charon wrote:Or...
Instead of brainstorming we can just sit back and bash everyone's comments without submitting a counter proposal or adding anything but criticism to the conversation.
YA, let's do that instead!
Yes, let's just pat ourselves on the back and never question anything because someone's feeling might get hurt. Have fun coming up with the best ideas ever. I'm out
Yes dear,
I'm not patting myself on the back at all and to be fair the rules here prevent me from truly expressing my heartfelt feelings. Ideas are ideas good bad or otherwise, I could sit back and insult everyone, but that's more your style, not mine.
This topic is about vendor changes, and soliciting ideas from you guys and gals re: vendor changes.
It's not about arguing with each other, or bashing anyone's ideas. That only stifles creativity. If you cannot post in a constructive, and helpful manner, please don't post in this thread at all.
+Requiem wrote:This topic is about vendor changes, and soliciting ideas from you guys and gals re: vendor changes.
It's not about arguing with each other, or bashing anyone's ideas. That only stifles creativity. If you cannot post in a constructive, and helpful manner, please don't post in this thread at all.
There's been several posts about the issue with new players entering the game at TC and it not being "healthy". Makoto Zento seems like is dying a slow death (ton of open spots...) so why not move all the TC vendors to MZ with the same advantages they get in TC and make something helpful for new players in TC?
Muolke wrote:There's been several posts about the issue with new players entering the game at TC and it not being "healthy". Makoto Zento seems like is dying a slow death (ton of open spots...) so why not move all the TC vendors to MZ with the same advantages they get in TC and make something helpful for new players in TC?
As it's been said and I tend to somewhat agree, I'm not sure we have the population base and growth for the vets to be in one area and the new players in another.
Logging in a new player and seeing other toons in every color imagineable while being surrounded by vendors selling items worth millions of gold is also kinda daunting. Not sure what the solution is.
Limit the value of items being sold at TC while lowering the tax rate, while having higher end items at Ex Halls?
New players would buy what many vets would toss out of store forever, then once the new players gain power and wealth they can shop in the Big boy/girl section in Ex Halls.
Not sure it's practical, feasible, or even wanted.
Charon wrote:
As it's been said and I tend to somewhat agree, I'm not sure we have the population base and growth for the vets to be in one area and the new players in another.
I think that maybe this is being overthought a little bit - or, perhaps overreacted to. I honestly think that this can be a relatively simple fix.
But just to address something said earlier: Yes, this started off being about vendors and then sort of warped into being also about the new-player experience, but I think the two things are pretty inextricably linked. If you adjust TC in any way, then you impact the new player experience, because that's where they start. So you can't talk about one without considering the impact of the other.
So, with that said - keeping it simple - my earlier point can be boiled down to:
1. TC is largely fine the way it is - as evidenced by the fact that those stools are always full and there is massive demand for them. So, outside of a COUPLE of potential tweaks to try and negate people selling the stool spots and put in hugely overpriced items with the sole intention of negotiating a price outside of the vendor, I think TC can be largely left as it is.
2. Apply some fixes to other Vendor spots (MZ etc) by changing the fees to match TC's structure - but just leave the extra currencies on TC so it maintains some competitive advantage
3. Set up a vendor mall at Ex Halls that is tailored to new players - selling low-end, new-player appropriate items, at a capped price (maybe make the max about 50k or something).
That's it.
If you also want to move gates to the training rooms, donation rooms etc to Ex Halls, then that's fine. But, honestly, I think the whole vendor thing can be resolved and massively improved by just doing the 3 steps above. And so many other advantages will follow - e.g, at the Ex halls we'll have an area to sell crafted armour, weapons and so on. Things that we can't necessarily always sell, but that new players would benefit from.
case closed... again you said this on page 2 before the wacky stuff.. then I said end the debate and just do that.. and I repeat.. do what waldram says
mattwaldram wrote:So, with that said - keeping it simple - my earlier point can be boiled down to:
1. TC is largely fine the way it is - as evidenced by the fact that those stools are always full and there is massive demand for them. So, outside of a COUPLE of potential tweaks to try and negate people selling the stool spots and put in hugely overpriced items with the sole intention of negotiating a price outside of the vendor, I think TC can be largely left as it is.
2. Apply some fixes to other Vendor spots (MZ etc) by changing the fees to match TC's structure - but just leave the extra currencies on TC so it maintains some competitive advantage
3. Set up a vendor mall at Ex Halls that is tailored to new players - selling low-end, new-player appropriate items, at a capped price (maybe make the max about 50k or something).
Yoda wrote:case closed... again you said this on page 2 before the wacky stuff.. then I said end the debate and just do that.. and I repeat.. do what waldram says
mattwaldram wrote:So, with that said - keeping it simple - my earlier point can be boiled down to:
1. TC is largely fine the way it is - as evidenced by the fact that those stools are always full and there is massive demand for them. So, outside of a COUPLE of potential tweaks to try and negate people selling the stool spots and put in hugely overpriced items with the sole intention of negotiating a price outside of the vendor, I think TC can be largely left as it is.
2. Apply some fixes to other Vendor spots (MZ etc) by changing the fees to match TC's structure - but just leave the extra currencies on TC so it maintains some competitive advantage
3. Set up a vendor mall at Ex Halls that is tailored to new players - selling low-end, new-player appropriate items, at a capped price (maybe make the max about 50k or something).
That's it.
+1
And if you want to give TC even more edge than just alternative currencies you can simply set a higher transaction fee in other locations.
i agree with most of the doc ,all vendors should be the same nop matter what or where just remember the reason why they changed the TC vendor before you change anything, NO ONE wanted a TC vendor cause of the high taxes and it was empty they made them like it is so player would use the TC i disagree with auction off the slots, i know it took me months to finally catch a slot