Hey,
Something that's been irking me a while is that local shops are just so useless, in lack of a better term. I do get the need to sell the pricey artifact, but I also feel like shop is still kind of useless. I know someone sent me some tips a while ago and they did help, plus I do regular advertising on market. Yet still, it's not like an aethershop and if I look at my shoplog, I feel all the work put into the shop is for naught, which is frustrating to say the least. Maybe, we can spark some discussion as to how city shops could be brought to a little more visibility without rendering the aethershop useless? I have no idea myself, I just thought it to be more productive to throw this out into ideas instead of just making a tweet about it.
A few things I've noticed
- On average, I sell about 5 things per month. I am not really having that much a collection yet, but am working on it and trying to organize it better.
- Without the silver cookies, I'd likely not even be able to cover my shop taxes from the income of the shop
- Most people don't seem to even notice that there's an active shop in Celest, as the most shops are dead (I wanted to open a second shop in seren but right now I kind of feel it's just a waste of money)
- Getting people to go to a city to look at a shop is really hard compared to the aetherplex.
As said, I have by no means any wish to devalue the aethershop artifact, in fact I hope that one day I may own such a marvel. In the mean time, playing shopkeeper would be a lot more entertaining if I'd actually sell something aside of cookies so, I guess all kinds of idea's are really welcome
Avatar / Picture done by the lovely Gurashi.
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Estarra the Eternal says, "Give Shevat the floor please."
The other economic factor here is that players underwrite the economy. You don't have to operate any business or trade in game at a profit and frankly I'd be shocked if even 3% of the population ever turns a profit on their trade. Even before comms became cheap you'd have people selling goods for less than the cost of the comms to make them. This is why there are tons of items I don't bother to stock. It isn't worth my time to find and decide on a variety of clothes to sell for a return that is a small percentage of a credit. It isn't my effort to pick out rings and enchant them with cleanse for a couple of hundred gold return and even if I could bring myself to doing so I'd want to do like 200 at a time once a week or game year, not spend an hour or two each day restocking a shop.
Let's face it Lusternia has so much stuff that its systems tend to burst at the seams. We've asked for things like enchantment tomes that people can recharge jewellery from and I don't know that we've ever gotten a response or told why not and while I get in many cases why the rejections shouldn't be shared, this is one where why should the player base pick up the slack at the cost of their own enjoyment if the Administration don't appear to see the issue worth addressing let along solving?
There are things that could help, allowing most shops to use item generators. Set item to a recipe add the comms and let the buyers create on demand. Example a tailoring manikin (created by artisans) is placed in a stockroom like a pedestal and either you place comms in or it pulls comms right out of the shop rift or some such. Enchantment tags/gems/etc.
If you think about it is more the inventory management which makes people stock so much less. It is also the case that if the space isn't taken up by small items so easily people will be more likely to stock those. There's a reason that before shop rifts people used to bundle herbs rather than sell them in single quantities.
Estarra the Eternal says, "Give Shevat the floor please."
Also, I heard that a lot of shops are deserted because no one really wants to run a local shop.