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Shop Owners


Vroqren

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I had an idea, and I really that it's pretty far fetched, but it would be cool. I think that players should be able to become store owners. To own a store, you would need at least 3 level 99's. I've already ran into a few problems, but I've found solutions to them. If you guys find any more problems, or suggestions - post them here.

Basically, I thought that maybe once a player had level 99 or 100 (With the skill cape) Construction, then they could perhaps own a store. Store owners would have to provide everything that they were to sell. They would have to construct there own, and it would be a bit costy. (10-20m maybe?) - Here's the first problem - stores would clog up every town, until you couldn't get anywhere without teleports. So, to solve this, I thought that instead of a store, players can own a booth. Booths would be an item in your inventory, that has a "set-up" option. Booths would all have the same basic format, maybe a crude wooden 2X2 area with a red and white flag on top. If you're willing to pay more, than there are other advantages, such as - Better wood for your booth, A flag with what you're selling on top, A flag with a custom store name on top, ETC. This solves out problem, because booths don't take up to much space, and once the seller logs out, the booth is replaced in his inventory, or bank. Like I stated earlier, a player needs to have at least three 99's to own a store/booth. We already stated Construction, but what are the other two? Well, the type of store that a player is allowed to own would be dependent on the other two 99's. All items would have to be in the category of "items sold by a/an X merchant" Here's a chart I came up with for which skills are required for which kind of store, and items that might fit that category.

 

*First skill required **Second skill required Store type Some items

*Attack **Strength Weapons Bronze-Dragon, no God weapons, or special items (such as whip)

*Defense **Constitution Armor Bronze-Dragon, no Barrows, or special items (such as FOG rewards)

*Cooking **Fishing Foods Any foods, fishing supplies, or food items (such as pie tins)

*Ranged **Fletching Ranged Arrows, ranged armor, bows, crossbows, bolts, ETC.

*Mining **Smithing Ores/Metals Ores, Bars, ring of forging, ring of stone, ETC.

*Woodcutting **Firemaking Wood/fire Logs, hatchets, tinderbox, fire starters, ETC.

*Prayer **Summoning Mystical Spirit shards, pouches, bones, ETC.

*Magic **Runecrafting Magic Runes, Robes, staves, teleports, ETC.

*Herblore **Farming Potions Potions, potion ingredients, herbs, ETC.

*Agility **Thieving Stealth Lock picks, boots of lightness, ETC.

*Crafting **Dungeoneering Precision Needle, thread, gold bars, molds, ETC.

*Slayer **Hunter Killing, Animals Wild pie, spicy stew, hunter potion, ETC.

 

I know it's a long shot, but I thought it was worth a try. Anyway, thanks for reading - please post other ideas, or problems.

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With the G.E, things don't instantly buy, or sell. With this, as soon as you want something, you can find a store owner of that type of store, and have a good chance of buying it. Besides, this makes things a bit more realistic than the G.E, but then again, magic isn't very realistic either, is it... Another advantage - with these, which can be set up anywhere, you don't have to use runes to teleport to Varrock, or take the time to walk there.

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They have player shops in Maplestory, and tbh, they're just annoying. I'd rather just pay a little more or wait, than search the shops for an hour or more.

 

Well then, don't buy from the shops... But you do have a point, it could take a while to search through shops.

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Thanks - that's 1/2 now... Anyway, If you guys have other ideas as to what the stores could and could not sell, ETC, I would much appreciate it.

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I noticed you missed seeds and farming supplies for your farming/herblore shop. Also, I think for this to work you would need to have "hotspots" where players can build their booths unless players are able to walk through them. Other than that, it seems like a pretty solid idea. I don't know how many people would use it, but if you were looking to make a quick buck or find a good deal this would be great. :thumbsup:

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I noticed you missed seeds and farming supplies for your farming/herblore shop. Also, I think for this to work you would need to have "hotspots" where players can build their booths unless players are able to walk through them. Other than that, it seems like a pretty solid idea. I don't know how many people would use it, but if you were looking to make a quick buck or find a good deal this would be great. :thumbsup:

 

The ETC. in the farming and herblore could include seeds and farming supplies. I didn't think about it, but it would be a really good idea to have hotspots for booths. But yeah, quickly selling items that you had gotten as drops, or buying items that wouldn't buy on the G.E... Anyway, thanks for your input.

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They have player shops in Maplestory, and tbh, they're just annoying. I'd rather just pay a little more or wait, than search the shops for an hour or more.

 

Well then, don't buy from the shops... But you do have a point, it could take a while to search through shops.

 

As neat as it seems, it really just seems useless with the GE. You seem to be under the impression that this will be more useful then the GE, when really, it isn't. At all. If you can't get it on the GE, what are the chances that you'd find the one obscure player with a shop selling it? Or, if you can't sell it on the GE, what are the chances that you can find someone willing to pay for it? Also, half the time with the GE people consider stuff unbuyable/unsellable because they aren't willing to change their price far enough from the "guide" price in order to actually buy/sell the item.

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I think it's a lovely idea and certainly an interesting prospect, but having seen player owned shops elsewhere I can attest that they are impractical and, personally, I think our trading system - despite people bemoaning it since the beginning of the year for the new pricing system - is better than ever now. To modify a well worn axiom, "If it's better than ever, don't fix it."


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