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Grand Exchange: Bulk Sales/Queuing


Dragon Sol

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Bulk Sales & Queuing

 

  • Rather than only being able to sell and buy individual items, the system will be tweaked so you could either,
    1. Method A (simple)
    2. Group your sales and allow the GE to automatically input them for you into each slot.
      • This means you are allowed to select multiple items to put into offers.

    Method B (advanced)

    [*]Implement a system of queuing to allow large amounts of offers posted, queued to be sold.

    • This still retains the limit of only selling up to 6 items (as member).
    • This means, you can add each offer into a queue, but only a limit can be started at a time. When you initially select an item, it is added to the queue, but not started, this gives you time to adjust the price to your desire, then start it once you're ready.

Benefits

  • Method A & B
  • The main benefit to both methods would be the efficiency/ease.
  • This suggestion allows you to spend less time at the bank/Grand Exchange, and more time playing the game's content.
    • People no longer have to post offers individually, repetitively going through the same interfaces for every item.
      Method A
    • A benefit of the first way would be that sales would become more lenient both ways.
      • The reasoning behind the idea is to allow more convience for players that want to either sell or buy a set of items for a particular task as soon as possible, at a cost of taking a 'bad deal'.
        • The idea of this function is to only allow one price adjustment for the whole of the bulk sale.
          • You may select only one percentage increase/decrease to the 'market' price of all the items grouped together. This is to enforce the fact that this function is to allow convenience over cost/profit.

          • This would of course force players to sell at a lower price and buy at a higher price for the sake of convenience. Just like people do currently.

      Method B[*]Offers can be simultaneously put into the queue, without setting the prices, as they won't start immediately until you confirm the offer.

      • If the offer isn't confirmed, it won't start, it is set there temporarily while you still have the interface open, so you can make the changes you wish to several unconfirmed offers, then start them, all at once.

      [*]It saves a lot more time, giving players more space of having offers queued.

      • Discourages camping of the GE, as well as players having to come back to adjust offers whilst doing other activities; all of the offers could be queued.

How it works

  • Method A
  • The limited amount of slots are still present. You may only have 2 slots as a free-player, and 6 as a member.
    • Bulk selling simply allows for you to put in multiple offers at once.

    • You can only offer as many unused slots as you have.

    • Once you put in an offer for a grouped sale, it will take up the each of the slots.

    Method B

    [*]There would no longer be 6 slots, rather a larger limit of how many offers you can post, but still a limit of 6 offers to be selling/buying at a time.

    • The grand exchange would no longer need slots, as a system of queuing would be introduced, which is more simple and dynamic.

    [*]This method allows players to queue up an larger amount of offers (say 10 f2p, 30 p2p?), but like before, only 6 or 2 (f2p) offers are being sold at a time.

    • This is a compromise, to both allow selling of large quantities of items, but still only allowing players to sell a small limit of items at a time.

    [*]The function is similar to that of what the GE already makes use of. The queuing of each of the offers with the opposite end.

    • It is recognized that how the GE works is it places each of the offers in a queue of some sort, matching each with the one next to be chosen on the other end. There could be some form or randomness to it, but that wouldn't be necessary here.

    [*]New Buy & Sell Interface:

    1. The new interface will just have buy & sell interface integrated into one screen, once again no more slots, something simple, as the first part of, asking the player if they want to either buy or sell.
    2. Next to it, or where ever most fitting, would be the price adjustment buttons, along with the item descriptions and stats.
    3. Once again, the search bar and list of results can be shown in the chatbox, when clicking the buy button.
    4. The sell button also once again highlights your inventory, and allows you to select multiple items, adding it all into a queue.
    5. That is the last component in the interface, the queue box, the large box with a rows of columns of the item information, price, etc, anything that would need to be displayed in each row for each offer. And because of the long horizontal length the offers would have, you could also fit the progress bar in there.
    6. This introduction also calls for a need for a 'confirm offer' button.
      • This allows for you to add many items into the queue, without actually posting them; allowing you to select several items at once, then adjust the pricing, then confirm them all at once.

    [*]Allow dragging and reordering of the listed offers.

    • If you drag an offer top the top, it will automatically start it, and pause the last offer in the queue.

    [*]Also have a pause button, that temporarily stops the offer, allowing another offer queued, that wasn't started, or one that was already paused to start again.

    [*]This interface will allow you to edit your offers without remaking them, as long as they are not started. This means, you can pause an offer, change it's price, then restart it.

    • Though, because of the conflict of having to show previous prices if there were some sold/bought already, it may have to make it restart as a new offer (reset it's progress bar).

[*]New Collection Box:

  • Since there are no longer slots, the collection box would be a large storage of items, up to whatever amount of items they could potentially have (10/30).
    • The number goes along with how many you can put into a queue, as it allows that many items to be buying (if all had been started, but only 6 were continuing and the rest were paused), and one slot to store the cash from sold items and extra that's been refunded or given back.

    [*]Due to the large amount of items you can have in there, there could be a bank-all button added for you to collect the items easier as well.

    [*]Just like the bank currently has the 'bank BoB button', collecting items from the GE is just as much the same as collecting your familiars BoB, the bank could even have an option called 'bank Collection Box'.

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So basically it's another "plx give us morez ge slots jagex plxor!!>!>!£FHT$££W" just justified through the rather convoluted method of allowing 1 slot to hold a 'bulk order' where by several items are in the offer, but all have to have the same price adjustment from market value.

 

Seems pointless to me, also you 'examples' seem poorly thought out and without any real benefit.

 

1) You can mass drop, it's called noted items. Only un-notables are untradable so this methodology garners no benefit there.

2) I doubt you'd spend less time at th GE this way, why? Because stuff wouldn't sell you you'd be continually going back to modify things; where as normal offers you can put in -5% don't sell? Quickly cancel and try -10% or -15%. Also you can get to doing any activity plenty quick enough, it's called banking the junk and dealing with it later.

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It's not the number of slots that is the problem, is the repetition of inputting each offer, for every item. This can be useful for all ranges of people making sales for quick cash, or quick buying. People can choose to set desirable prices for single items, but if they have many items they want to quickly get rid of, this allows them to. You just misunderstood the concept and point of this idea, even though it's been explained. It's not at all for expanding and getting more slots. If it were that, I'd be suggesting more slots itself, rather than allowing faster transactions of items that you just want to get rid of, or say you wanted to get a set of equipment, you can put it all in one offer. The usage is universal, from dumping items, to purchasing sets of gear or materials for training/skilling/pvm, etc.

 

It would be faster, because if you wanted to guarantee that it sells, you would put all of it at -10% or something. 90% of the items will sell at that price, then if there is something that still won't, you can cancel that single offer within the grouped offer and put it up again for even lower.

 

When I said it was similiar to mass dropping, I meant like a button that allows you to literally empty your inventory. You still have to note items and click each note and drop each one at a time.

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It's an interesting idea. Sy has a valid point though in that this would also effectively give people a whole lot of extra slots to sell items with by allowing 168 different items to be sold at the same time, if someone we're to fill their inventory up with different item stacks (using notes) each time.

 

However, being able to sell multiple items at once with a global price adjustment would certainly be handy for some tasks.

 

So a proposed change: A sell multiple option that allows you to select as many item (stacks) as you have free slots available in the GE, and to either set a distinct price for each one, or to set a global percentage change (so a 7 row column listing the price change option for each item individually, and a global percentage change option).

 

This would preserve the concept of selling items a bit faster (and more importantly, just less clicking), without allowing people to sell a third of their bank off at once.

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It's an interesting idea. Sy has a valid point though in that this would also effectively give people a whole lot of extra slots to sell items with by allowing 168 different items to be sold at the same time, if someone we're to fill their inventory up with different item stacks (using notes) each time.

 

However, being able to sell multiple items at once with a global price adjustment would certainly be handy for some tasks.

 

So a proposed change: A sell multiple option that allows you to select as many item (stacks) as you have free slots available in the GE, and to either set a distinct price for each one, or to set a global percentage change (so a 7 row column listing the price change option for each item individually, and a global percentage change option).

 

This would preserve the concept of selling items a bit faster (and more importantly, just less clicking), without allowing people to sell a third of their bank off at once.

 

Now that I like. Certainly would offer some speed advantages over individual offer entry without opening up heaps more slots.

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Operation Gold Sparkles :: Chompy Kills ::  Full Profound :: Champions :: Barbarian Notes :: Champions Tackle Box :: MA Rewards

Dragonkin Journals :: Ports Stories :: Elder Chronicles :: Boss Slayer :: Penance King :: Kal'gerion Titles :: Gold Statue

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So now you like the idea. It was interesting all along, just with a vital flaw.

 

That should have been the idea all along. That's the main reason why I made the asterisks next to the numbers, because they were to be determined, of course I knew there would be problems if people could sell so many items at once while before you could only up to 6. The only reason I didn't put that down was because I thought 6 might be a little slim for the use of multiple items, but now that I think about it, it wouldn't be, 6 is plenty.

 

And so, the reason I never put that initially, and instead put a crude placeholder number of 28 and infinity (for buyers), was because I was pondering on the idea of queuing, which I've now fully developed, so I'm adding both as viable approaches. Both seem to have no conflicts or problems, but one is a lot more complicated, but of course, more useful.

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