No problem, details are good. I agree with you on some points. These are my newest/current thoughts.
1) remove daily fees from all vendors (vendors need to be competitive - or they become not worth having)
2) normalize the price of a stool, and a world teleporter shop (based on the number of vendors in the vendor mall)
for example: TC seat = 10,000 gold per week. Mall A stool costs 10,000 gold per week - but vendor mall is
charged (10,000 * #stools). for world teleporter (smaller shops pay less than larger shops)
3) vendor "remember's" price of original listing.
3a) if item is removed from vendor, we charge x% of initial fee (listing fee)
3b) if item is sold, we charge y% sales tax + x% (listing fee - gotta pay the vendor his/her cut for the job he did)
3c) if after z days item is not sold, or removed, it gets sent back to players bank
4) Make a new Vendor Mall Management System
5) Give vendor malls perks based on weekly sales
5a) Figure out a fair way to re-allocate some of the gold sunk, or a new sink into purchasable perks, without allowing
withdrawal
5b) Could apply 1/2 sales tax here, to a managerial fund, then make perks cost something without more gold sunk or
could apply a small 1-2% fee to all vendor sales within the mall to go to managerial fund (TC would not have this, but
also get's none of the managed "perks" available to vendor malls. - TC needs own perks to remain competitive)
5c) certain sales volumes need to be met to continue/purchase perks, so mall management becomes important
6) Town Center needs uniqueness to remain popular
By having these unavoidable fees, i think people would remain competitive, and we can avoid the situation of just "waiting" it out. I want to remove daily fees to create opportunities to be competitive. It's harder to be competitive if your cost is higher than the next persons, unless you are getting something extra for that additional cost.
RE: MZ - I'd personally like to move more content into player hands. I'm not sure what to do about it.
I want to keep alternate currencies unique to TC, except perhaps in the case of the most successful vendor malls (by sales volume). We would like to keep TC full, and it needs uniqueness.
That's something I haven't thought of yet... To reinstate daily fee's on all vendors, except in the case of ED sales. It's a possibility, probably with a minimum value, so people didn't just list everything in ED to avoid the daily fees. Will mull this over.
(I'm not sure if there are limits to purchasing new item counts, or weight limits on vendors)
(I think we could remove the weight limit, and just have an item limit.
125 items (comes with normal vendor)
upgrade 25 items for (upgrade# * 25,000) gold
upgrade 1 would be total 150 items, and cost 25,000 gold
upgrade 2 would be total 175 items, and cost 50,000 gold
upgrade 3 would be a total of 200 items, and cost 75,000 gold
maxes out at 300 items, which i think is ridiculously cluttered, but some people seem to manage ok.
I do have one issue, which I cannot seem to resolve.
How should we handle people who drop vendors intentionally (or let them drop), to avoid the listing fee?
30 day vendor cooldown? Maybe only a cooldown if the vendor has items on it at the time it's dropped - since if it doesn't
we can assume it either sold out, or players removed all items fairly by paying their listing fees, in order to move
the vendor.
Vendor Mall Ideas and Perks
Not really all too certain of these. I was brainstorming, and I think I fried the motherboard.
Perks
1) Search functionality for all vendors inside the vendor mall
2) Sales log for individual vendors in the mall (not sure if this is (easily)possible - but it's been requested a few times)
3) We could make the world teleporter a perk (to keep it competitive)
4) possibility of additional currencies
5) free listing for all vendors in the mall on vendors.uoex.net
6) option to "rent" an auction stone
7) option to "rent" a raffle table

9)
10)
New Functionality
1) Vendor Mall Management Gump
Should display vendor name, last restocked date, and total weekly sales. (Ideally a running history), and the amount of
gold in the Vendor Mall Management Fund (see below). This allows the mall manager to keep track of which vendors are
doing well, and which ones might need to be replaced/removed.
2) The Vendor Mall Perks Gump - just displays the perks with a toggle for on/off and minimum requirements to turn on, and
their cost
3) I think 10,000 gold * number of vendors is a good / fair number to use for pricing. We can also limit the availability of it by
minimum weekly sales, to prevent 100s of small shops springing up and filling the cheap teleporter spots available.
More Ideas?
Keep it civil and constructive, and don't bash anyone's idea(s).