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Post by Acaos on Jun 21, 2009 4:55:58 GMT
We're working on various alternatives. Watch this space.
Acaos
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Post by arek on Jul 20, 2009 19:40:43 GMT
*looks closely at this space* --Arek
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Post by Acaos on Jul 20, 2009 20:46:48 GMT
*looks closely at this space* Unfortunately we're still working on enhanced/improved UI. The current bump up in the banking system is in the backend for efficiency and also to be able to store randomized/modified/!setnamed items. Acaos
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Post by arek on Mar 14, 2010 14:45:10 GMT
I still think this system needs to be implemented somehow. I currently have 12 bankchests just for augmenters, and about 30 for randomized items of various types...and my loot collection is small compared to others I've heard about...the current system is difficult enough to manage that if my collection gets much bigger, I may have to resort to bank toons (ugh).
--Arek
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Post by drunkenboaster on Mar 14, 2010 20:01:33 GMT
I am well sorted, have well over 600 bank chests. How I label stuff for sorting is something like this:
boot-05 boot-10 boot-15 boot-20 boot-25 boot-30 boot-30-2 boot-30-3 boot-35 boot-35-2 boot-40 boot-set boot-ur1 boot-ur2 boot-ur3 boot-bur1 boot-bur2 boot-bur3 boot-hell
For armors I use a-robe-x, a-light-x, a-med-x, a-hvy-x. For weapons I use w-weaponname, and place all weapons of that type regardless of tag needed and I also place any augs associated with those weapons in the same chests.
I rarely have issues finding anything, I love the !bc list xxxx command for find specific chests. I did use mule toons at one time for augs, but found it a lot more simplier to sort them off into either aug-c# for the less useful common augs or I label specific for things like aug-r-swashbuckle for swashbuckler augs.
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Post by arek on Nov 8, 2010 17:27:23 GMT
Ok, Currently the Market on HG is a bit of a mess. I know that Acaos isn't available at the moment, but this system, at least for the market, or some other method of allowing randomized items to be sold on the market, needs to be implemented as soon as possible. Without such a system in place, the market on HG is going to continue to stagnate, which is a Bad Thing.
Additionally, implementing an ebay-like bidding system for the auction market, with proper Opening bid, Reserve, and Buyout prices for items, and proxy bidding for bids (including the ability to force a higher "starting" bid when bidding) would be nice.
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Post by FunkySwerve on Nov 8, 2010 18:25:30 GMT
Actually, this may be possible sooner than anticipated, as virusman just released a new plugin allowing storage of persistant objects (as opposed to strings) in Linux. It would make doing this far less time consuming, though it'd require more database space, which is also a Bad Thing.
Funky
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Post by gandoron on Nov 8, 2010 22:53:55 GMT
honestly, if I could ask for one thing, it would be for items to be automatically returned to a named transfer chest if the item isn't sold. I don't put my gear up for auction because the 7 day to deletion is problematic. If it was returned to an "auctionX" chest it would be great. I would be much more likely to put my items up for sale.
Losing 2 asmo items because I got too caught up to pick them up, really hurt.
-G
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Post by starfall on Nov 9, 2010 22:07:05 GMT
would it be possible to integrate the !portal command with the doorway to the bank? then use one of the instanced servers to run the bank and market. keep all of that data separate from the playing servers.
Something EQ did that may help was add a link to the chat. when someone sent a message they could send a link that would allow the recipient to inspect the item. I'm not sure if that's possible.
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Post by FunkySwerve on Nov 10, 2010 1:00:05 GMT
would it be possible to integrate the !portal command with the doorway to the bank? then use one of the instanced servers to run the bank and market. keep all of that data separate from the playing servers How exactly is it you guys imagine the servers work, anyway? All the data is in one database. Funky
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Deleted
Deleted Member
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Post by Deleted on Nov 25, 2010 4:56:24 GMT
The new system seems more complex to use, but I really don't think it will be. It seems to entirely take the complexity out of players having to create their own system of inventory organization, and then having to sort through their own poorly organized inventory for what they want on the fly.
In other words, the new system seems to make the game handle the complexity of creating and managing an organized inventory, so the player can play.
Storage and marketing of randomized items aside, any time you streamline the game experience to more time spent playing and less time spent fussing with anything else, the better.
all imho of course.
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Post by arek on Feb 5, 2013 18:53:48 GMT
I'm beginning to think it's time to revisit the system described in this thread. There would be numerous advantages to it, not the least of which would be the ability to place items on the market for 1bil+ and possibly to direct-trade items securely through the system and without requiring both players to be online simultaneously. Further, with the prevalence of randomized items, the disadvantages have become nearly nonexistent (you still have to examine an item to see exactly what it is, unless you renamed it to reflect major changes).
--Arek
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Post by FunkySwerve on Feb 5, 2013 19:03:20 GMT
The only real disadvantage I see is the enormous amount of work it'd take to implement. It's not going to happen until we get some paragon areas out, at the very earliest (unless someone else codes it).
Funky
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Post by desocupado on Feb 6, 2013 21:57:15 GMT
Did you guys check how Eve works? Having both buying and selling orders would be a good thing.
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Post by arek on Feb 9, 2013 20:12:00 GMT
I've played Eve. I don't like the game's heavy focus on PvP, but the game's economic model is absolutely stellar, imo, and the developers of any game would do well to have a look at it.
BTW Deso, did you read the RFC document on page 1 Deso, and the first couple of pages of replies? Buy and Sell orders were both already planned for commodities, and probably wouldn't be hard to implement for non-random valuables (set loot) as well, tho implementing buy orders for randomized valuables (C/UC/R/BUR/XR items other than books/artifacts/consumables) would be more difficult.
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