07-22-2016, 02:00 PM
The best vendor houses (in my opinion) are ones that have 5-15 vendors, with most being run by individual people. Trying to keep every vendor full when you are running them all yourself is a full time job with decent sell through. With individual vendors run by individual people, it’s much easier to keep up with the vendor and enjoy ALL aspects of the game. It really is a great quality of life option for most players. You’ve got a shop that is fully stocked most of the time. Every one running a vendor is making some decent coin, and gets to have a crafting hobby if they want. Markets start opening up for resource purchases (gathering and crafting are two different things). Players have a reliable source for all their needs and wants. Everyone wins.
Having a mechanic (of some sort) in place makes running large vendor house viable. I had a spot at UOLL provisions selling bandages. When I decided to shut down my vendor he had 843 Earth days of gold on him. I pulled him up to open the spot and because I hate being responsible for an empty vendor. I could have very easily just left him there which is quite frankly is what usually ends up happening…for nearly 3 years… The owner of the patio wouldn’t be happy. The general public would suffer (wasted time and inconvenience). It would have been a net negative to the shard if I didn’t care or wanted to be a tool. It’s essentially that general apathy we are trying to resolve. Some mechanic is needed so the owner of the house doesn’t have an empty vendor sitting there for 3 years.
I don’t know if this matters, but the second age shard didn’t delete/remove a vendor. The staff would move the vendor to a tile close by but outside of the actual structure. You would see a vendor just standing on open ground 4 or 5 tiles from the structure. This mechanic allowed people to actually be able to sell vendor houses, and the new owner of the house could remove the old vendors if a deal couldn’t be struck, etc. It’s not ideal, but it did make running a vendor house viable. I’d still prefer the removal of the vendor, but this was a workable solution that I thought was at least worth mentioning.
Having a mechanic (of some sort) in place makes running large vendor house viable. I had a spot at UOLL provisions selling bandages. When I decided to shut down my vendor he had 843 Earth days of gold on him. I pulled him up to open the spot and because I hate being responsible for an empty vendor. I could have very easily just left him there which is quite frankly is what usually ends up happening…for nearly 3 years… The owner of the patio wouldn’t be happy. The general public would suffer (wasted time and inconvenience). It would have been a net negative to the shard if I didn’t care or wanted to be a tool. It’s essentially that general apathy we are trying to resolve. Some mechanic is needed so the owner of the house doesn’t have an empty vendor sitting there for 3 years.
I don’t know if this matters, but the second age shard didn’t delete/remove a vendor. The staff would move the vendor to a tile close by but outside of the actual structure. You would see a vendor just standing on open ground 4 or 5 tiles from the structure. This mechanic allowed people to actually be able to sell vendor houses, and the new owner of the house could remove the old vendors if a deal couldn’t be struck, etc. It’s not ideal, but it did make running a vendor house viable. I’d still prefer the removal of the vendor, but this was a workable solution that I thought was at least worth mentioning.
Thanks,
Varak - Bard/Mage
Varak - Bard/Mage