I keep forgetting to mention this, please for the sake of all professions, raise the drop rate on weapons in the pand gardens.Originally Posted by Wrangeline
plzplzplzplzplzplzplz.
I keep forgetting to mention this, please for the sake of all professions, raise the drop rate on weapons in the pand gardens.Originally Posted by Wrangeline
plzplzplzplzplzplzplz.
--Rookie Teh "Wobble" Sux----------------------- AKA-----------------------Pirate "Ninjapirate" Dog--
-+Legion+-
WTB ATI T&L fix, h8 D3D.
To me the reason for limiting items in shops seems obvious. AO doesnt have any outgoing queue for items like newer Games do, where these items get used up and vanish from the economy. Right now the only thing that keeps the economy from item inflation is a hidden price: effort to sell. As you said, you wont spend time selling all your crap worth 100k or so per item on the forums if you can use the time to have fun. If you got a shop though with unlimited slots, you will dump your whole bank crap into it. So will do all other players who collected junk over 3 years. I would assume there are way more regular items ingame then players actually can even use. If unlimited slots would be made possible, the already pretty unstable ingame economy would just blow up. I assume Funcom realized this and therefore limits the offering side artificially.
Last edited by screwfast; Dec 11th, 2004 at 22:20:15.
***Background: This is my RLF and org mate here***Originally Posted by Daedrick
Hey waiting isnt as hard when you only play AO 2 days a month - try looking for it every day hoping when you log on that you will see a "patch" ready for DL like me.
As to the topic at hand I do appreciate the update, the effort to keep from providing a buggy product, but at the same time - advertising it with a release date as you have several times now is crual and unusual for those of us eagerly waiting and checking for it on a daily (sometimes hourly) basis
Fleetwolf - Fixer
Alphawolf - MP
Hawkeye2 - Enf
Nukerwolf - NT
Traderwolf - Trader
Advwolf - Adv
Tigerwolf - MA
Redwolf - Sol (TOTW Twink)
Well ... now it is Tuesday afternoon, December 14th and the test server says it has 15.8.0 loaded based on the AO launch screen ...Originally Posted by redwood
I still get an arror message and can not patch-up the test server.
What is the problem?
Redwood
Everyone wanting to sell more than 30 items needs to realize that every sale needs a purchaser. Do you really think there's a hungry ocean of lowbies out there, with cash in their pockets just burning to purchase a part of your lifetime collection of RK trash gear? And hundreds more lowbies for every other guy with nautical tonnes of crap banked?
Plus, if every schmuck dumped his 200 items into the market and let them sit there indefinitely, it would probably bog down the searches to hell. It's best if it's capped to a small number, it keeps the items worthwhile and turnover high so you can get returns in a reasonable timeframe.
Removed a few off-topic and trolling posts. The purpose of this thread is to inform the community of information pertaining to the 15.8 patch. Please do not turn it into a "but what about profession X" thread.
Thanks.
Any new information about the number of slots in the player shops for 15.8.0? Or, if there will be a limitation on the number of player shops per account?
Redwood
Red; the amount of slots I think are determined by what size the building is.
Gravitation is a natural phenomenon by which objects with mass attract one another. But, in everyday life gravity can be a great many other things.
≤≈What draws you in?≥≈
I thought the building size determined the number of player shops within the Market, not the number of items that could be listed in each player shop ...
Sorry was tired when I replyed. Size of the building is suposed to determian the amount of shops in the market building. How many items you'll be allowed to selll at one time Im going to assume is ither very large or unlimited since if it wernt one of those it would be kind of a mute point.
Gravitation is a natural phenomenon by which objects with mass attract one another. But, in everyday life gravity can be a great many other things.
≤≈What draws you in?≥≈
1 shop per charOriginally Posted by redwood
30 items per shop.
Atlantean :
Caller "Edmunster" Supreme 220/20 Soldier
Fumble "Maddiganed" Countered 220/21 NT
Testlive infos
Good question ... same question for items like ql 200 empty implants ... they don't stack in inventory, but are identical items ...Originally Posted by Kissysuzuki
Anyone know?
I don't actually see the problem with "only" 30 slots. I rarely, if ever, have 30 items worth bothering with selling to other players. And IF I did, I'd rotate new things into the shop every few days.
Having one shop per account, though, do sound a bit short.
Oh well. I'll wait until it hits live before I make up my mind if I like it or not.
Seth "Pestillence" WalrusProud member of~ Society of Salvation ~Quis custodiet ipsos custodes?Who Shall Guard The Guardians?
25 first aid stims = 1 item. Because it is slots in bank I have not tested this but I am quite sure you can sell 3000 first aid stims as 1 item if you realy want to as it only take on spot to sell a stack of items.Originally Posted by Kissysuzuki
We don't play with same version then...Originally Posted by oofbig
I have at least 2 shops with same account.
Atlantean :
Caller "Edmunster" Supreme 220/20 Soldier
Fumble "Maddiganed" Countered 220/21 NT
Testlive infos
Err read the patch notes?Originally Posted by oofbig