Green Shops (offline vending)
#1
Posted 30 December 2012 - 02:55 AM
POPULAR
And no, Auction is not the same as this.
#2
Posted 30 December 2012 - 03:08 AM
#3
Posted 30 December 2012 - 03:49 PM
#4
Posted 30 December 2012 - 04:38 PM
Just create a /command for vending where it kicks off the computer but keeps the shop online. The only requirement is the shop is already created, and make an error message when it isn't completely up.
Maybe /offlinevend or /greenvend in honor of the topic title.
When the person relogs into the account set a check that just kicks the account or recycles the account straight to the server select screen. Shouldn't be that hard to code.
#5
Posted 30 December 2012 - 06:57 PM
#6
Posted 30 December 2012 - 07:55 PM
auto-buying would also be nice XD
#7
Posted 31 December 2012 - 02:54 AM
I could name a lot of Korean MMOS that already have this feature and it seems P-servers have this too but I am not too sure if we should discuss those beyond this point
Only one buying and one selling autoshop should be allowed per IP address to prevent too many shops from one IP.
Furthermore, While a person is in Greenvend mode - that character must not recieve EXP hence people cant leech Offline shop characters . But these characters can lose EXP if they die. So this doesnt prevent people from making shops outside town in case if they wish to buy certain items cheap found on that map.However, this prevents them from misuse and puts a EXP based cost if the map has aggressive monsters.
This feature would make everyone happy and considerably reduce or eliminate vendor bots completely.
Edited by Xord, 31 December 2012 - 02:58 AM.
#8
Posted 31 December 2012 - 03:17 AM
#9
Posted 31 December 2012 - 04:53 AM
Well basically one can have Auto selling and buying shops. Type /Greenmode to kick off the character after the said character has made a shop. The shop remains on until the player logs on that account again OR a limiting timer passes. The limiting timer could be a random number between 5 -12 hours. This ensures that people dont misuse the shops and that shops dont persist forever. Hence the player, has to re-create shops atleast twice in 24 hours (maybe more depending on luck).
I could name a lot of Korean MMOS that already have this feature and it seems P-servers have this too but I am not too sure if we should discuss those beyond this point
Only one buying and one selling autoshop should be allowed per IP address to prevent too many shops from one IP.
Furthermore, While a person is in Greenvend mode - that character must not recieve EXP hence people cant leech Offline shop characters . But these characters can lose EXP if they die. So this doesnt prevent people from making shops outside town in case if they wish to buy certain items cheap found on that map.However, this prevents them from misuse and puts a EXP based cost if the map has aggressive monsters.
This feature would make everyone happy and considerably reduce or eliminate vendor bots completely.
+1. Still does not stop lvl 99 or 150 players from doing dead-man-selling, the XP cost. Good enough to prevent AFK Leeching though.
#10
Posted 31 December 2012 - 09:34 PM
#11
Posted 01 January 2013 - 01:35 AM
#12
Posted 01 January 2013 - 01:49 AM
#13
Posted 02 January 2013 - 03:54 AM
#14
Posted 02 January 2013 - 07:10 AM
So yes, this idea is perfect to say the least and easy to implement due to the current Auction House (not being in much use).
As for creating "/GreenMode" that may take a while to develop since there is no current standing architecture in the RO Universe which keeps a player's sprite "online" to be interactive with other players. This is a great idea, a bit ahead of it's time however with the possibility of having your idea of offline trade store, should be on the focus of upcoming projects for 2013... (fingers crossed)
#15
Posted 02 January 2013 - 08:38 AM
#16
Posted 02 January 2013 - 09:50 AM
Hmm but wont this cause more lags though. People will just multiclient as many vendors as possible and put them all in /greenmode.
His idea requested that only 1 per IP address, which in concept should prevent latency in that regards. A nice concept, however it has the possibility to be abused, even thought it's highly unlikely.
In many cases, the system resources used should be less then having characters roaming about. The idea it's self would basically turn active vending players into standard Merchant Class NPC's. Because the players are not active and generating different sprites, the issue of latency could only happen due to density (so many people on one part of the map).
#17
Posted 02 January 2013 - 12:39 PM
#18
Posted 03 January 2013 - 05:53 AM
His idea requested that only 1 per IP address, which in concept should prevent latency in that regards. A nice concept, however it has the possibility to be abused, even thought it's highly unlikely.
In many cases, the system resources used should be less then having characters roaming about. The idea it's self would basically turn active vending players into standard Merchant Class NPC's. Because the players are not active and generating different sprites, the issue of latency could only happen due to density (so many people on one part of the map).
Plenty of ways to generate random and mass IP addresses and 2 or more people might be playing on the same household and they could be using the same IP address. Wouldn't that be an inconvenience for them if they can't use this feature?
#19
Posted 03 January 2013 - 01:59 PM
Plenty of ways to generate random and mass IP addresses and 2 or more people might be playing on the same household and they could be using the same IP address. Wouldn't that be an inconvenience for them if they can't use this feature?
This retort is quite common to block access to games via IP, but ask the obvious question. How many people actually have two or more people playing iRO in the same household? Not as many as you would think, let alone enough to warrant it's implementation to be placed on hold. If players need multiple access, emailing the Warp Portal Support to create unique access for your home network for multiple users could easily be implemented.
It's just odd that the same reasoning was used against IP banning house holds based on infractions in relation to botting and other exploitations. If players want to have multiple access granted, it's a privilege, not a right. Many wont abuse it or even be hurt by a change like that.
#20
Posted 03 January 2013 - 02:40 PM
#21
Posted 03 January 2013 - 03:22 PM
#22
Posted 03 January 2013 - 04:30 PM
I really hate waking up only to see my vender was randomly DC'd.
#23
Posted 03 January 2013 - 08:31 PM
Plenty of ways to generate random and mass IP addresses and 2 or more people might be playing on the same household and they could be using the same IP address. Wouldn't that be an inconvenience for them if they can't use this feature?
If they are in the same household, they should be at least best buds. Which means that they should be able to pull the items together to vend. Only exception to this case is when both vendors intend to sell somethings that, when accumulated, are well over the vend item cap.
Edited by matrixEXO, 03 January 2013 - 08:31 PM.
#24
Posted 06 January 2013 - 09:57 AM
I am aware.I am simply re-suggesting it.This has been suggested as far back as 2006, I believe. It'd be nice, but I wouldn't hold your breath.
Indeed. The feature is there in almost all other MMOs out there.Doesn't RO2 have a feature similar to this? I'm assuming they managed to make it work somehow without causing too much lag, so I'm sure if they worked it around a little they could do the same for RO1.
I really hate waking up only to see my vender was randomly DC'd.
#25
Posted 11 January 2013 - 09:26 AM
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