R
RogueSynapse
Guest
- Thread Author
- #1
The Problem: How goods are able to get into the pockets of needed customers has been something that I and many others have started to take issue with as of lately. As of right now, the only method of obtaining goods is to visit a store which houses a licensed citizen who hopefully has the specific license you need. The issue right now is this isn't proving to be very effective due to OOC issues at the moment. Nearly every store, every kiosk, is occupied by a licensed citizen. This itself is not an issue, it's the fact that 3/4ths of these individuals are either not running their shops (either doing other things on the same character or another character) or they simply are not getting on the server at all. I tried to do a bit of data collection here but things get a little difficult when trying to source information as a normal player (See data for specifics).
The problem goes further in the fact that there is a reluctance to distribute more licenses to citizens due to the fact that there are already so many in circulation on paper. Citizens are not able to get the things they need due to this, and even in the off chance that a store owner does flag on and utilize their businesses, weather they have the specific license they need or not is hit or miss.
So what if you are having a hard time getting goods? The problem continues because a lack of access to goods means that other game mechanics fail to be utilized or do not reach maximum efficiency. Passive RP for chefs cannot occur because cooks do not have ingredients or supplies. Skill development through tinkering and construction cannot progress because citizens don't have components either. It's a lack of potential that needs an effective solution to get the blood of the economy and social engagement flowing.
Disclaimer: Simply replying with "Well I was on this day selling XYZ is not a synthesis to the problem. This has nothing to do with individual sellers but the broadband market and its reliability."
Data: Four days of evaluation:
Day 1: 5/13 Active Businesses: 38.46%
Day 2: 3/13 Active Businesses: 23.08%
Day 3 5/13 Active Businesses: 38.46%
Day 4: 2/13 Active Businesses: 15.39%
Out of the 23 players I questioned 6/23 of them felt confident that they could obtain a good they needed from a player ran store. (26.09% integrity.)
Solution: My solutions proposes the following.
Allow all citizens to buy any goods from the basic terminal like they would if they had a license, but charge them at a very elevated premium for the import.
This means that a citizen who really needs something but can't find a seller isn't doomed to AFK and wait for a seller to hop on for hours on end only to be disappointed when none show.
Have distribution permits instead allow sellers the ability to buy goods at a very high discount which means that buying from players will always be the better and cheaper option. That way player businesses still get priority selling action but when stores are in a dry spell because of activity, the rest of the player base doesn't suffer from an OOC issue.
The problem goes further in the fact that there is a reluctance to distribute more licenses to citizens due to the fact that there are already so many in circulation on paper. Citizens are not able to get the things they need due to this, and even in the off chance that a store owner does flag on and utilize their businesses, weather they have the specific license they need or not is hit or miss.
So what if you are having a hard time getting goods? The problem continues because a lack of access to goods means that other game mechanics fail to be utilized or do not reach maximum efficiency. Passive RP for chefs cannot occur because cooks do not have ingredients or supplies. Skill development through tinkering and construction cannot progress because citizens don't have components either. It's a lack of potential that needs an effective solution to get the blood of the economy and social engagement flowing.
Disclaimer: Simply replying with "Well I was on this day selling XYZ is not a synthesis to the problem. This has nothing to do with individual sellers but the broadband market and its reliability."
Data: Four days of evaluation:
Day 1: 5/13 Active Businesses: 38.46%
Day 2: 3/13 Active Businesses: 23.08%
Day 3 5/13 Active Businesses: 38.46%
Day 4: 2/13 Active Businesses: 15.39%
Out of the 23 players I questioned 6/23 of them felt confident that they could obtain a good they needed from a player ran store. (26.09% integrity.)
Solution: My solutions proposes the following.
Allow all citizens to buy any goods from the basic terminal like they would if they had a license, but charge them at a very elevated premium for the import.
This means that a citizen who really needs something but can't find a seller isn't doomed to AFK and wait for a seller to hop on for hours on end only to be disappointed when none show.
Have distribution permits instead allow sellers the ability to buy goods at a very high discount which means that buying from players will always be the better and cheaper option. That way player businesses still get priority selling action but when stores are in a dry spell because of activity, the rest of the player base doesn't suffer from an OOC issue.