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An open letter about Store RP.


MY MANIFESTO ON STORE RP

I do store RP a lot, I may even have most hours of any of the players in fucking store RP ngl. (Not Siemens, he the goat)​
Here are my main problems with it:

1. Stores are seen as a "Side thing" most of the time, the RP of a character doesn't revovle around the shop. Its like a luxury thing to have, not the main priority for it to prosper. Some people have characters that are priotized, lets say you got 3 chars. 1 of them is a loyalist, other is a CP and the last one is the one you got the store in. So you basically play the other factions since more to do and tbh better RP experience

2. Talking about RP experience. Store RP can be reallllly exhausting, you literally stay around for hours, for maybe 5 customers. 4 of them buy and dip, you can't get into real conversations. LETS say, 3 or more stay... the conversations are so ass that you literally can't hold it out long enough. Its kinda forced.

Besides that, the RP around the shop. That means, getting shipments or whatever is annoying. CWU sets you on low priority, let's say when you ask them for 10 fabric for you clothes or similar.
Another thing is, there is no "endgame" I remember trying to open chains in other districts RP wise, doing hours of talking and planning with DoB/MoB, trying to open more chains in RP and similar. In the end the one that was supervising my stuff quit the game after like 1 month of planning. Just an example, it is really restrictive.
You want an own item, you gotta write a dev and maybe in 1 month you will get it if you are lucky. Its like burocracy hell kind of

3. New characters are really poor, buying even cheap food is expensive for them. So they try to survive with rations and stuff they can find around the map. Some permits are getting useless

Food and drinks permit:
IMO leeches are ruining everything, chars can eat leeches for eternity and farm them for eternity. Water is basically free.
So there is no real reason for a character to buy food and drinks, there is no real danger of starving or dehydrating for them. The only reason people buy food is if someone has a high cooking level and can cook food with buffs. BUT... how would you level cooking if nobody buys anything? Its difficult.

Tools, Components (scrap)
Not much to say, you literally can build any tool and get hundreds of components (scraps) from everywhere. The only useful thing is adhesive. Which is so expensive, you don't buy it, you farm it otherwise.

Clothing/gear/Bags:
Oh you want to RP as an tailor? Yeah buddy line up at the warehouse, beg them to get a shipment for your stuff. Once its done, write an GM to supervise your solo RP in you backroom.
Besides that, many things can be build. Rebel chars have like 80 bags, 79 of them build by themselves because there is trash everywhere. Clothing? Well, thats something that sells okay ish, its fine. You want to look cool. But we need more drip xD

Luxury/Audiobooks/Others:
Only the rich buy them, you dont got much of those... Some items are so expensive even if you have 1000+ credits you think about it twice.

Factions sometimes need special gear, equipment etc. They go the CWU get it there. I remember working as a CWU member and i had so many orders for pins and papers, cloths/fabric and similar. Why can't shops sell it to the people? Well they can't its too expensive and CWU undercuts them AND there is no stock 90% of the time.



SOLUTIONS I CAME UP WITH (I WOULD ALSO BE HAPPILY SUPERVISE WHOLE SHOP RP AS A STAFF MEMBER, IF PEOPLE WANT):

1. Let's start with the "Endgame" of shops. We have such a cool Map function, we could use it for factories, franchises built up by the players that own the shops. You could invest into a district, build a factory there so you can get weekly shipments of limited items for cheaper then the CWU offers. Imagine this: You invest 3-5k into a factory and get weekly: 10 bags, 10 pieces of clothing, 20 components of fabrit etc.
Now you got franchising going on, you have opened another shop in another district for lets say 1k, you get weekly profits: 50-100 credits Maybe more

It is really easy to implement, all you need is a google doc with some districts. I'am ready to set it up and supervise it and work together with people to make it actually enjoyable.


2. Fabrication of special goods. It starts with special items it could be "Joe's Sandwich" and go as far as "Siemens Syringes" (which heal more then normal ones)
We would basically expand the special permits a shop can have. Let's say you work in the CMRU and literally invent something useful for the people, that adresses the problems. Let's say your version of an adrenaline pen has some special properties that others don't have. Now, you invest like couple thousand into a factory in a district. You are able to produce 10 of those weekly and make profit selling it to the CMRU/CP.
Something simpler, you have cooking maxxed, your char is expanding on a recipe lets say a sandwich. You use better products for it then other shops, how? You invest in a greenhouse, there you get weekly: 15 crops, out of those 15 crops you can produce 50 sandwiches. Those sandwiches are cheaper then in the permit store and give more boosts to chars. BUT now they are limited to 50 per week. There is actually demand for it because of the buffs you get with it, ITS ALSO limited BOOOOM simple economics solved in Willard, how? With a google docs which the staff supervises. It won't be time intensive at all too.

3. Vending machines, they should only sell really basic stuff. Water and Aritifical food/goo. All you need to live a happy life... jokes aside. Shop items should be special, If I can buy a soda bop in the vending machine for a similar price, why should I go to the shops? Sometimes people choose the easier option, just elimate that option and there will be more customers.

Smugglers... As a rebel, you can buy anything you need from them. At some point you gathered so much trash, that you have to sell it. You will have thousands of chips laying around, you can buy whatever you want from NPCs. As a Rebel you never have to enter the city, never put yourself in danger. You go buy things you need once the smuggler spawns, stash them in your base and you never have to spend 1 credit in your whole RP.

Some items should be City exclusive or caravan exclusive and limited. Let the demand be high.

4. Craftable items, you can craft so many things on your own that you will never have to spend credits. Its easier to pickup 20 trash piles and build 2-3 tools then farm the Credits in workshifts/rations or whatever. Same thing for bags. How the fuck do you build a plastic bottle with your hands with 4 junk of plastics... just saying. Some of those stuff should be limited in a way where it doesn't disturb RP too much and helps out shops.

5. Events and similar. Someone wants to host and event? No worries CWU got the small event package with catering just for 250 credits. You get to choose whats needed. Lets say 50 ingredients, 30 drinks, 30 edicts. 20 pin and paper for ads or similar. So you can start working on it, advertise it. You should be able to spend some credits and the TV hosts an ad for you. The char that works in that deparment hits the switch, gives some propaganda speech and at the end it talks about the event in your shop that will be hosted in couple of days.
Make them special, make it in a way where more then the shop owner gets invovled. The CP hears about the event, makes plans. The factions have work because the host is hiring them for ads or products. The Union can spread more propaganda. Whatever. Utilize those events that are being hosted.

IMO GMs should even help out players that want to make events. Let them be more creative in a way where it makes sense.

How to manage events? In the Google docs, you will have a calender where multiple events can be shown for GMs and other shop oweners. easy as cuh


Basically give the shops options, give them a reason to work on those shops. Let players be more creative in the shops, let them be inventors, let them be chefs, let them be master tailors. Even if its really difficult, let there be the option. People will work for it.

I would happily start up something with shop RP as general and supervise it, work with CWU and other factions to make it reasonable and easy to work with.

@Imperator RAD-X give your opinions cuh. Let me revive Shop RP.

EDIT: You can't abolish the city stock, even if its no RP. CWU can't handle the load of shipments. I remember fabricating 80 salt, 80 vinegar 80 flour. Finishing up my shift to go to my shop and finally being able to cook the stuff people ordered. JUST TO ARRIVE AND SEE THE STOCK AT 10 each or even SOLD OUT!?... Yeah. Just auto fill up that shit.
 
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My evil and insane opinion about vending machine over usage is to put taxes on them, and to tax them to all hell, since in V2 vending machines didn't pay taxes and stores did, which gave a huge advantage to the vending machines. I've always said that putting a 50% tax on items sold from a vending machine would be beneficial, because it would make vending machine prices ridiculous and be a last resort. For example, if a guy sold some Dr. Breen for 10 credits, he'd only get 5 credits from the machine. Nobody would want to buy Breen for 10 credits, and the vending machine owner would only make 2 credits based on V2 prices.
 
I played as the chef in an Italian-themed restaurant back in 2022. I loved larping as Carmy from The Bear since it had just came out and I was crazy about it, and the cookingRP was peak. Liam is right and we should all listen to him. He's dutch, and we all know that dutch people have all the answers to our problems
 
1. Let's start with the "Endgame" of shops. We have such a cool Map function, we could use it for factories, franchises built up by the players that own the shops
Although in theory this could be an interesting thing. In reality this will only lead to more complications than it will lead to fun things. I think a better option is to ICly allow players to expand their influence to other stores for branding purposes and showing that 'This is a x certified store'. For example I had an idea of starting a franchise in T7 with multiple branches and stores but sadly wasn't able to because the person I was trying to do it with simply ignored me.

2. Fabrication of special goods. It starts with special items it could be "Joe's Sandwich" and go as far as "Siemens Syringes" (which heal more then normal ones)
This seems too gamey and is going to be used in bad ways, I think. Although I have trust in the playerbase, the system is still made in a way that surrounds grinding. This will simply lead to people trying to min-max the things they make and I think it's better to stick to what we have, for now.

3. Vending machines, they should only sell really basic stuff. Water, Cigs and artifical alcohol. All you need to live a happy life... jokes aside. Shop items should be special, If I can buy a soda bop in the vending machine for a similar price, why should I go to the shops? Sometimes people choose the easier option, just elimate that option and there will be more customers.
This I do agree with this. I think realistically Vending Machines should only sell Water and maybe paste. I don't even think Cigarettes and Artificial Alcohol should be a part of it, because many people buy cigarettes and Alcohol is also something people use. The Artificial kind for chemicals, but same point.
 
Although in theory this could be an interesting thing. In reality this will only lead to more complications than it will lead to fun things. I think a better option is to ICly allow players to expand their influence to other stores for branding purposes and showing that 'This is a x certified store'. For example I had an idea of starting a franchise in T7 with multiple branches and stores but sadly wasn't able to because the person I was trying to do it with simply ignored me.


This seems too gamey and is going to be used in bad ways, I think. Although I have trust in the playerbase, the system is still made in a way that surrounds grinding. This will simply lead to people trying to min-max the things they make and I think it's better to stick to what we have, for now.


This I do agree with this. I think realistically Vending Machines should only sell Water and maybe paste. I don't even think Cigarettes and Artificial Alcohol should be a part of it, because many people buy cigarettes and Alcohol is also something people use. The Artificial kind for chemicals, but same point.
It will be a google doc, with overview of "real estate" the shops have. Literally you write "Factory for bread = 20 Bread per week" and it will be delivered to the CWU, which has now cool delivery jobs to do.

RP approval needed for special equipment of course. The point is, there is the option to do so. It still needs approval of the team

Yeah vending machines... only water and goo. Would be the best. Otherwise Rebels spend all thei credits on alc and go script hoarding XD
 
Please do not derail the conversation - keep responses concrete and on-topic.
holy yap
 
SOLUTIONS I CAME UP WITH (I WOULD ALSO BE HAPPILY SUPERVISE WHOLE SHOP RP AS A STAFF MEMBER, IF PEOPLE WANT):

1. Let's start with the "Endgame" of shops. We have such a cool Map function, we could use it for factories, franchises built up by the players that own the shops. You could invest into a district, build a factory there so you can get weekly shipments of limited items for cheaper then the CWU offers. Imagine this: You invest 3-5k into a factory and get weekly: 10 bags, 10 pieces of clothing, 20 components of fabrit etc.
Now you got franchising going on, you have opened another shop in another district for lets say 1k, you get weekly profits: 50-100 credits Maybe more

It is really easy to implement, all you need is a google doc with some districts. I'am ready to set it up and supervise it and work together with people to make it actually enjoyable.
This was somewhat done at the tail end of V3 and led to a crazy amount of corporatism, for better or worse. I think there shouldn't be and end-goal for shops, instead they should remain as the focus points for RP. They are advertised RP hubs and that purpose alone is room enough for these places to thrive.
When done well, shops can and have become something bigger, but that is down to player ingenuity. Having an 'end-goal' is gamey

2. Fabrication of special goods. It starts with special items it could be "Joe's Sandwich" and go as far as "Siemens Syringes" (which heal more then normal ones)
We would basically expand the special permits a shop can have. Let's say you work in the CMRU and literally invent something useful for the people, that adresses the problems. Let's say your version of an adrenaline pen has some special properties that others don't have. Now, you invest like couple thousand into a factory in a district. You are able to produce 10 of those weekly and make profit selling it to the CMRU/CP.
Something simpler, you have cooking maxxed, your char is expanding on a recipe lets say a sandwich. You use better products for it then other shops, how? You invest in a greenhouse, there you get weekly: 15 crops, out of those 15 crops you can produce 50 sandwiches. Those sandwiches are cheaper then in the permit store and give more boosts to chars. BUT now they are limited to 50 per week. There is actually demand for it because of the buffs you get with it, ITS ALSO limited BOOOOM simple economics solved in Willard, how? With a google docs which the staff supervises. It won't be time intensive at all too.
I don't believe 'investing' is the way to save storeRP. There are a lot of OOC restraints that come with doing something unique in terms of a store. If we have systems in place to better support these concepts, it would give way to more unique ideas. For example, people can roleplay a new sandwich called smth like "Joe's Burger", and have a tangible script you can eat, as opposed to them giving you the same sandwich script you've seen a million times.

Obviously limitations are in place, clothing is a good example, but custom food, drinks, medicine, and etc, can all serve to help the foundation that is shopRP

3. Vending machines, they should only sell really basic stuff. Water and Aritifical food/goo. All you need to live a happy life... jokes aside. Shop items should be special, If I can buy a soda bop in the vending machine for a similar price, why should I go to the shops? Sometimes people choose the easier option, just elimate that option and there will be more customers.

Smugglers... As a rebel, you can buy anything you need from them. At some point you gathered so much trash, that you have to sell it. You will have thousands of chips laying around, you can buy whatever you want from NPCs. As a Rebel you never have to enter the city, never put yourself in danger. You go buy things you need once the smuggler spawns, stash them in your base and you never have to spend 1 credit in your whole RP.

Some items should be City exclusive or caravan exclusive and limited. Let the demand be high.
I think the regulation for what is supposed to be in a vending machine should ultimately be left to the players. They are a convenient alternative for when stores are closed.

I agree for the second part, and to add onto it, food that is solely found in the slums, leeches, headcrabs, etc, should all have some sort of downside, or have a chance of giving a disease.

4. Craftable items, you can craft so many things on your own that you will never have to spend credits. Its easier to pickup 20 trash piles and build 2-3 tools then farm the Credits in workshifts/rations or whatever. Same thing for bags. How the fuck do you build a plastic bottle with your hands with 4 junk of plastics... just saying. Some of those stuff should be limited in a way where it doesn't disturb RP too much and helps out shops.
It's not impossible to make a makeshift bottle, disallowing the crafting of it, or at the very least, limiting the crafting of any needs item, is not going to have the effect you want.

The last resort to cook some meat, or drink purified water is a good solution for inactive stores, though having no downsides for this has given way to a mixmax playstyle

5. Events and similar. Someone wants to host and event? No worries CWU got the small event package with catering just for 250 credits. You get to choose whats needed. Lets say 50 ingredients, 30 drinks, 30 edicts. 20 pin and paper for ads or similar. So you can start working on it, advertise it. You should be able to spend some credits and the TV hosts an ad for you. The char that works in that deparment hits the switch, gives some propaganda speech and at the end it talks about the event in your shop that will be hosted in couple of days.
Make them special, make it in a way where more then the shop owner gets invovled. The CP hears about the event, makes plans. The factions have work because the host is hiring them for ads or products. The Union can spread more propaganda. Whatever. Utilize those events that are being hosted.

IMO GMs should even help out players that want to make events. Let them be more creative in a way where it makes sense.

How to manage events? In the Google docs, you will have a calender where multiple events can be shown for GMs and other shop oweners. easy as cuh
This comes down to player ingenuity.
 
I feel like I have the most hated idea in the history of Willard with stores - and we've tried it before.

I am the biggest fan of needing to bulk buy stock and hold it in stores. Now the system we have in place REQUIRES player to player contact which makes the process slow and annoying. I'm unsure as to why we don't just have a drop off point script near the CWU where we can collect stock and then haul it back to stores and store it.

As Moter said above, there's such a lack of system with employees. Clock in and out, get paid for your time from a store budget. Better ran stores result in better profitability. CWU wins because they can give grants out, or even the CCA. People can invest in stores and take a cut of profits from their investment. Slum stores can get different access to stock etc.

Vending machines are one thing (I've never purchased anything from a vending machine from memory) and they're a cheap lazy way to remove the satisfaction of player interaction within a roleplay hub. I'd love it RADIATOR-X and Aspect looked at potential development work going into small systems that make stores more functional and self sufficient. I don't mean fully automated but, in real life when I order stock it gets delivered. My staff clock in and out and get paid a wage automatically. Stock prices change based on supply, economy etc. Tax on stores from a gameplay perspective is REALLY bad; prices tend to inflate massively to make profit and pay the LARGE rent prices that eventually came out.

The best and most serious store owners will eventually own more than one, with or without a group. People will want to work for successful stores regardless of whether it's a pub, restaurant or a damned supply store. The same reason we pick our factions is the reward or feeling of reward from roleplaying successfully and providing a good experience - it feels good. Stores do not feel good to run day to day.

My first ever experience in stores was with Kappatalist in 'The Pint' and we still use the exact same system like 4 years later. I just wish stores in game had all the amazing qualities of running a business IRL w/o some of the annoying downsides that do not make gameplay feel great. Please Mr Willard, stores are my favourite.Greevilsgoods.png
 
I am the biggest fan of needing to bulk buy stock and hold it in stores. Now the system we have in place REQUIRES player to player contact which makes the process slow and annoying. I'm unsure as to why we don't just have a drop off point script near the CWU where we can collect stock and then haul it back to stores and store it.
Pickup Terminal.
 
Since I am the head business man im going to respond to some of the ppoits made here.

Also im on mobile so bear with me.

Half of what this post is asking for is already implemented or planned to be implemented for v3.

Regarding unique stores, we are actively discussing what can be done to provide some uniqueness to the roleplay, however its a mentality shift thst both sides need to adopt. Again, being discussed.

Grants will be happening for stores.


The Shop System received a major overhaul from whst I was told by Robert about last week, I will list some.of the things that I was told that changed.

  1. POS terminals will be linked to the respective stores rather then the users account. Meaning any transactions will be under the name of the store and the money will be stored in the shop.
  2. With the above being said, any stock transactions will be removed from the stores funds.
  3. Furthermore, store owners can set employee wages through their terminal, meaning now thst you work there you will be paid a wage.
  4. The above statement is based on a "clock-in" system. Meaning you will need to punch in, work for some time and then can punch out, so you get paid.
  5. If the owner goes inactive for whatever reason the employees can come foreword and request ownership be handed over to the employees

I do not know how in depth theese systems work since I need time to test them out when it is implemented into the server.

There are probably some other things too that im forgetting but it will be revealed when the time comes.

Taxes wont be removed since they are a major income maker for the city fund. If you want it lowered then you need to go through the loyalisim system to fo so. I will assume the tax rate as is will be lowered at the start of the server.

For vending machines, a policy was put into place near the end of the first iteration of i24 to only allow drinks and request devices to be sold. Similar to how it was in the clockwork days of old.

As for the prices I believe there was a provision that items inside of it needed to be sold for double or triple the cost in respect to the stock price.

Regarding people selling the entire items listed on the permit menu. This habit needs to die extremely hard the mentality needs to be changed entirely.

Keep in mind that theese matters are being actively discussed so nothing is exactly concrete at the moment
 
Taxes wont be removed since they are a major income maker for the city fund. If you want it lowered then you need to go through the loyalisim system to fo so. I will assume the tax rate as is will be lowered at the start of the server.

i stand by it, GOI was the worst update Willard ever had the misfortune to be given
 
  1. POS terminals will be linked to the respective stores rather then the users account. Meaning any transactions will be under the name of the store and the money will be stored in the shop.
  2. With the above being said, any stock transactions will be removed from the stores funds.
  3. Furthermore, store owners can set employee wages through their terminal, meaning now thst you work there you will be paid a wage.
  4. The above statement is based on a "clock-in" system. Meaning you will need to punch in, work for some time and then can punch out, so you get paid.
  5. If the owner goes inactive for whatever reason the employees can come foreword and request ownership be handed over to the employees
And all of my wishes have been met with one post.
 
i stand by it, GOI was the worst update Willard ever had the misfortune to be given
Paying s couple of extra credits isn't the problem at all, especially when you can modify your prices to make it fair for both sides
 
Paying s couple of extra credits isn't the problem at all, especially when you can modify your prices to make it fair for both sides

And that's most of my problem, things had to be marked up. Some genius gets the idea to play with the tax numbers? Every one of the 50 or so items a store sells needs to be checked again, and since it's a percentage not flat rate it's annoying especially since most of this is done through the in-game book UI

And also stores pay rent anyway, so we're just adding on extra charges to store owners. If we want people to actually run stores we absolutely ought to remove headaches and not suck every credit out of their pockets

And it's not like it's solving a problem either, we just created a problem to solve by making stores harder and more annoying to run
 
the problem is that none of the stores (except bars) are rp hubs and they are all boring.

I don't wanna go to a clothing store, I want to go to something cool
 
the problem is that none of the stores (except bars) are rp hubs and they are all boring.

I don't wanna go to a clothing store, I want to go to something cool

I think we can only support a couple RP hubs. Which is fine, not every store should or needs to be The Pint or Sunrise
 
I don't wanna go to a clothing store, I want to go to something cool
Unless it's all red coats and painting the city with a gardening project to which we both get beat unconscious in public by CPs.
 
I think we can only support a couple RP hubs. Which is fine, not every store should or needs to be The Pint or Sunrise
it's not that inherently. I don't want to go to the pint. I don't want to go to a bar. I want to go to an interesting RP hub that isn't the same store rebranded 400 times.

Take me to a fight pit. Take me to a biotic psychic reader. A ripper doctor. W/e.
 
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