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We need a Grace Period to sell items back to merchant at Full Price

SilverBride
SilverBride
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We need a grace period where we can sell items back to a merchant for their full price. For the second time now my mouse started silently double clicking and purchasing items I was just looking at. The other day I bought 5 items I didn't mean to and all were from an achievement merchant and I couldn't just sell them to other players to recoup my loss. I know this was a hardware problem, and I did replace my mouse the next day, but sometimes there are other reasons we may accidentally purchase things we didn't mean to.

Please give us a grace period where we can sell items back to the merchant for full price. An hour would be awesome but even 15 minutes would be great.
Edited by SilverBride on 24 October 2024 21:27
PCNA
  • AcadianPaladin
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    I certainly wouldn't mind that. I've gone to preview a clothing item at the Impresario and accidently purchased it more than once. . . . I lost 5 event tickets this morning due to that. My fault but wouldn't mind a way of undoing it.
    PC NA(no Steam), PvE, mostly solo
  • Tandor
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    I wonder if this would be open to abuse, especially perhaps on PC with addons.
  • Necrotech_Master
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    some games ive seen it where they let you undo a sale so long as you keep the merchant open

    other games do it like this one where "all sales are final" and vendoring is then subject to normal merchant vendor price

    im not sure how they would be able to track it though, they would have to add like a timer to every individual item, such like the "temp tradeable" timer for bind on pickup gear from dungeons
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • blktauna
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    Ask the folks at SWTOR, they have the while the merchant is open as well as timing bound objects with a 'you have x time to return this" message.

    I'd love that here.
  • SilverBride
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    Tandor wrote: »
    I wonder if this would be open to abuse, especially perhaps on PC with addons.

    What kind of abuse? You would return the item and only get the gold you spent back for a limited time. You would come out even and no more.
    Edited by SilverBride on 24 October 2024 23:16
    PCNA
  • SilverBride
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    im not sure how they would be able to track it though, they would have to add like a timer to every individual item, such like the "temp tradeable" timer for bind on pickup gear from dungeons

    Maybe something similar to how they track being able to trade dungeon gear.
    PCNA
  • spartaxoxo
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    I agree. It would be such a nice QOL change.
  • Tandor
    Tandor
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    Tandor wrote: »
    I wonder if this would be open to abuse, especially perhaps on PC with addons.

    What kind of abuse? You would return the item and only get the gold you spent back for a limited time. You would come out even and no more.

    I had in mind the duplication exploits that we hear about from time to time, and was just wondering whether this proposal would make those sorts of issues more common. I'm not saying it would, or that it could, just putting it out there as a possible reason not to introduce it. Personally it's not something I need, but I wouldn't object to it if there was enough demand to warrant the developers spending the time on it.
  • Shara_Wynn
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    Agreed. There should be some form of undo or sell back to the merchant (much like the buy back option) for those mouse trigger happy moments.

    I'd also very much like this for Crown Store items. It is annoying to purchase an item, only to realize that it doesn't behave in the way you thought it would (costumes that don't dye, or clip badly, adornments that don't show up with hats, furnishings that have graphical glitches etc.).


    There should be a limited time window in which an item can be returned if it's not what the buyer thought it was. There are all kinds of laws across many countries regarding the sale of online goods to ensure that customers are able to fully "try before they buy". It is about time we were given the same kind of protections for virtual purchases.

  • SilverBride
    SilverBride
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    Tandor wrote: »
    Tandor wrote: »
    I wonder if this would be open to abuse, especially perhaps on PC with addons.

    What kind of abuse? You would return the item and only get the gold you spent back for a limited time. You would come out even and no more.

    I had in mind the duplication exploits that we hear about from time to time, and was just wondering whether this proposal would make those sorts of issues more common. I'm not saying it would, or that it could, just putting it out there as a possible reason not to introduce it. Personally it's not something I need, but I wouldn't object to it if there was enough demand to warrant the developers spending the time on it.

    A very helpful quality of life feature shouldn't be denied just because there is a very slim chance that maybe someone would figure out a way to duplicate an item and exploit it.
    PCNA
  • KromedeTheCorrupt
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    some games ive seen it where they let you undo a sale so long as you keep the merchant open

    other games do it like this one where "all sales are final" and vendoring is then subject to normal merchant vendor price

    im not sure how they would be able to track it though, they would have to add like a timer to every individual item, such like the "temp tradeable" timer for bind on pickup gear from dungeons

    Not really they would only have to add a timer to the merchants system not to every individual item being sold. Unless they want just to do extra work for no reason.

  • wolfie1.0.
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    I know that I have accidentally bought items while I wanted to preview them.

    While I hate more buttons, maybe just add a confirm screen?
  • Necrotech_Master
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    some games ive seen it where they let you undo a sale so long as you keep the merchant open

    other games do it like this one where "all sales are final" and vendoring is then subject to normal merchant vendor price

    im not sure how they would be able to track it though, they would have to add like a timer to every individual item, such like the "temp tradeable" timer for bind on pickup gear from dungeons

    Not really they would only have to add a timer to the merchants system not to every individual item being sold. Unless they want just to do extra work for no reason.

    how would that work if you bought multiple items, not all at once

    lets say your at a merchant, and you buy 10 different items over the course of 15 minutes (deciding what you want, previewing, etc)

    item number 1 was bought 14 min, and item 10 was bought 1 min ago but you decided you didnt need either, if the merchant was on a 15 min timer from the moment of your first purchase, that means you would only have 1 minute to return item 10 before the merchant "doesnt allow you to undo your sale"

    thats why the timer would have to be applied individually per item

    a separate but equal way of handling merchant purchases is to queue them up into a transaction, which when ready to purchase to "accept the transaction" to just handle all the purchases at once, so purchases would not actually happen until you accepted the transaction

    an equivalent process to this would be making changes to your CP slottables, you can make all the changes you want but it wont apply until you hit the submit button
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • KromedeTheCorrupt
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    some games ive seen it where they let you undo a sale so long as you keep the merchant open

    other games do it like this one where "all sales are final" and vendoring is then subject to normal merchant vendor price

    im not sure how they would be able to track it though, they would have to add like a timer to every individual item, such like the "temp tradeable" timer for bind on pickup gear from dungeons

    Not really they would only have to add a timer to the merchants system not to every individual item being sold. Unless they want just to do extra work for no reason.

    how would that work if you bought multiple items, not all at once

    lets say your at a merchant, and you buy 10 different items over the course of 15 minutes (deciding what you want, previewing, etc)

    item number 1 was bought 14 min, and item 10 was bought 1 min ago but you decided you didnt need either, if the merchant was on a 15 min timer from the moment of your first purchase, that means you would only have 1 minute to return item 10 before the merchant "doesnt allow you to undo your sale"

    thats why the timer would have to be applied individually per item

    a separate but equal way of handling merchant purchases is to queue them up into a transaction, which when ready to purchase to "accept the transaction" to just handle all the purchases at once, so purchases would not actually happen until you accepted the transaction

    an equivalent process to this would be making changes to your CP slottables, you can make all the changes you want but it wont apply until you hit the submit button

    You’re going around your elbow to get to your butt. There is no need for multiple timers as long as you don’t leave the merchant inventory. Now if you mean after you close the window then imo you’re just SOL because I wouldn’t waste my time coding that. You would learn after that not to close that window until you are sure you’re finished. Or either make everything you sale to a vendor sale it back at the same amount and vise versa which also makes far more sense than wasting all that time programming all that nonsense to a part of the game that doesn’t really even do anything for anybody besides maybe 1 or 2 times they have a Oohhh crap moment. Complete waste of resources and manpower
  • Necrotech_Master
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    some games ive seen it where they let you undo a sale so long as you keep the merchant open

    other games do it like this one where "all sales are final" and vendoring is then subject to normal merchant vendor price

    im not sure how they would be able to track it though, they would have to add like a timer to every individual item, such like the "temp tradeable" timer for bind on pickup gear from dungeons

    Not really they would only have to add a timer to the merchants system not to every individual item being sold. Unless they want just to do extra work for no reason.

    how would that work if you bought multiple items, not all at once

    lets say your at a merchant, and you buy 10 different items over the course of 15 minutes (deciding what you want, previewing, etc)

    item number 1 was bought 14 min, and item 10 was bought 1 min ago but you decided you didnt need either, if the merchant was on a 15 min timer from the moment of your first purchase, that means you would only have 1 minute to return item 10 before the merchant "doesnt allow you to undo your sale"

    thats why the timer would have to be applied individually per item

    a separate but equal way of handling merchant purchases is to queue them up into a transaction, which when ready to purchase to "accept the transaction" to just handle all the purchases at once, so purchases would not actually happen until you accepted the transaction

    an equivalent process to this would be making changes to your CP slottables, you can make all the changes you want but it wont apply until you hit the submit button

    You’re going around your elbow to get to your butt. There is no need for multiple timers as long as you don’t leave the merchant inventory. Now if you mean after you close the window then imo you’re just SOL because I wouldn’t waste my time coding that. You would learn after that not to close that window until you are sure you’re finished. Or either make everything you sale to a vendor sale it back at the same amount and vise versa which also makes far more sense than wasting all that time programming all that nonsense to a part of the game that doesn’t really even do anything for anybody besides maybe 1 or 2 times they have a Oohhh crap moment. Complete waste of resources and manpower

    if its an "until you leave the merchant" thing then thats fine, and i would agree with that

    my initial response that suggested a timer was trying to figure out a way to make the OPs idea work, which was the grace period, which would only work if you added a timer to each item
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • SilverBride
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    if its an "until you leave the merchant" thing then thats fine, and i would agree with that

    That may not help because I didn't realize I had purchased all these items until I got back to my house to place the 2 furnishings I did intend to purchase and found all these extras in my bag.
    PCNA
  • KromedeTheCorrupt
    KromedeTheCorrupt
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    some games ive seen it where they let you undo a sale so long as you keep the merchant open

    other games do it like this one where "all sales are final" and vendoring is then subject to normal merchant vendor price

    im not sure how they would be able to track it though, they would have to add like a timer to every individual item, such like the "temp tradeable" timer for bind on pickup gear from dungeons

    Not really they would only have to add a timer to the merchants system not to every individual item being sold. Unless they want just to do extra work for no reason.

    how would that work if you bought multiple items, not all at once

    lets say your at a merchant, and you buy 10 different items over the course of 15 minutes (deciding what you want, previewing, etc)

    item number 1 was bought 14 min, and item 10 was bought 1 min ago but you decided you didnt need either, if the merchant was on a 15 min timer from the moment of your first purchase, that means you would only have 1 minute to return item 10 before the merchant "doesnt allow you to undo your sale"

    thats why the timer would have to be applied individually per item

    a separate but equal way of handling merchant purchases is to queue them up into a transaction, which when ready to purchase to "accept the transaction" to just handle all the purchases at once, so purchases would not actually happen until you accepted the transaction

    an equivalent process to this would be making changes to your CP slottables, you can make all the changes you want but it wont apply until you hit the submit button

    You’re going around your elbow to get to your butt. There is no need for multiple timers as long as you don’t leave the merchant inventory. Now if you mean after you close the window then imo you’re just SOL because I wouldn’t waste my time coding that. You would learn after that not to close that window until you are sure you’re finished. Or either make everything you sale to a vendor sale it back at the same amount and vise versa which also makes far more sense than wasting all that time programming all that nonsense to a part of the game that doesn’t really even do anything for anybody besides maybe 1 or 2 times they have a Oohhh crap moment. Complete waste of resources and manpower

    if its an "until you leave the merchant" thing then thats fine, and i would agree with that

    my initial response that suggested a timer was trying to figure out a way to make the OPs idea work, which was the grace period, which would only work if you added a timer to each item

    Just sale and re sale everything for the same value and be done with it. That’s how I would do it and in no way was I trying to be mean just I don’t see your point when there are other ways to get the same results with more than a fraction of the work. My apologies in advance if I sound rude. Can’t exactly express emotion over text
  • XSTRONG
    XSTRONG
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    Player1 - buys 200 moonstone from npc for 3000g

    Player1 - sells it to Player2 for 5000g

    Player1 - Refunds 200 moonstone from inventory

    You see the exploit?
  • Necrotech_Master
    Necrotech_Master
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    some games ive seen it where they let you undo a sale so long as you keep the merchant open

    other games do it like this one where "all sales are final" and vendoring is then subject to normal merchant vendor price

    im not sure how they would be able to track it though, they would have to add like a timer to every individual item, such like the "temp tradeable" timer for bind on pickup gear from dungeons

    Not really they would only have to add a timer to the merchants system not to every individual item being sold. Unless they want just to do extra work for no reason.

    how would that work if you bought multiple items, not all at once

    lets say your at a merchant, and you buy 10 different items over the course of 15 minutes (deciding what you want, previewing, etc)

    item number 1 was bought 14 min, and item 10 was bought 1 min ago but you decided you didnt need either, if the merchant was on a 15 min timer from the moment of your first purchase, that means you would only have 1 minute to return item 10 before the merchant "doesnt allow you to undo your sale"

    thats why the timer would have to be applied individually per item

    a separate but equal way of handling merchant purchases is to queue them up into a transaction, which when ready to purchase to "accept the transaction" to just handle all the purchases at once, so purchases would not actually happen until you accepted the transaction

    an equivalent process to this would be making changes to your CP slottables, you can make all the changes you want but it wont apply until you hit the submit button

    You’re going around your elbow to get to your butt. There is no need for multiple timers as long as you don’t leave the merchant inventory. Now if you mean after you close the window then imo you’re just SOL because I wouldn’t waste my time coding that. You would learn after that not to close that window until you are sure you’re finished. Or either make everything you sale to a vendor sale it back at the same amount and vise versa which also makes far more sense than wasting all that time programming all that nonsense to a part of the game that doesn’t really even do anything for anybody besides maybe 1 or 2 times they have a Oohhh crap moment. Complete waste of resources and manpower

    if its an "until you leave the merchant" thing then thats fine, and i would agree with that

    my initial response that suggested a timer was trying to figure out a way to make the OPs idea work, which was the grace period, which would only work if you added a timer to each item

    Just sale and re sale everything for the same value and be done with it. That’s how I would do it and in no way was I trying to be mean just I don’t see your point when there are other ways to get the same results with more than a fraction of the work. My apologies in advance if I sound rude. Can’t exactly express emotion over text

    no offense taken lol

    and yeah im sure there are a lot of ways that could be done that would help prevent accidental buys
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

    feel free to stop by and use the facilities
  • SilverBride
    SilverBride
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    XSTRONG wrote: »
    Player1 - buys 200 moonstone from npc for 3000g

    Player1 - sells it to Player2 for 5000g

    Player1 - Refunds 200 moonstone from inventory

    You see the exploit?

    No.

    First of all, players don't normally buy moonstone from other players. They buy it from a merchant.

    Second, the item would be on a timer so only the flagged stack would be refundable.

    Third, even if they were able to refund a stack of 200 moonstone from their inventory they would only get back what they paid the merchant for the moonstone and no longer have the stack of moonstone, so what exactly did they gain?

    Fourth, most items being returned would probably be bound items from achievement vendors, etc..
    PCNA
  • XSTRONG
    XSTRONG
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    XSTRONG wrote: »
    Player1 - buys 200 moonstone from npc for 3000g

    Player1 - sells it to Player2 for 5000g

    Player1 - Refunds 200 moonstone from inventory

    You see the exploit?

    No.

    First of all, players don't normally buy moonstone from other players. They buy it from a merchant.

    Second, the item would be on a timer so only the flagged stack would be refundable.

    Third, even if they were able to refund a stack of 200 moonstone from their inventory they would only get back what they paid the merchant for the moonstone and no longer have the stack of moonstone, so what exactly did they gain?

    Fourth, most items being returned would probably be bound items from achievement vendors, etc..

    Good!

    Now imagine being a million dollar gaming company who have to calculate this stuff 100 times just so someone who accedently buys 210 moonstone instead of 200 can get their 20 gold back.

    Is that good invested money?
  • SilverBride
    SilverBride
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    XSTRONG wrote: »
    Now imagine being a million dollar gaming company who have to calculate this stuff 100 times just so someone who accedently buys 210 moonstone instead of 200 can get their 20 gold back.

    Is that good invested money?

    Moonstone isn't a good example. I'm mostly thinking of the expensive account bound furnishings from Achievement Vendors. Those really add up if they are purchased in error and cannot then be sold to other players to recoup our losses.

    I just made a suggestion for what I consider a reasonable quality of life feature. It's up to ZoS to decide if they implement it or not.
    PCNA
  • XSTRONG
    XSTRONG
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    XSTRONG wrote: »
    Now imagine being a million dollar gaming company who have to calculate this stuff 100 times just so someone who accedently buys 210 moonstone instead of 200 can get their 20 gold back.

    Is that good invested money?

    Moonstone isn't a good example. I'm mostly thinking of the expensive account bound furnishings from Achievement Vendors. Those really add up if they are purchased in error and cannot then be sold to other players to recoup our losses.

    I just made a suggestion for what I consider a reasonable quality of life feature. It's up to ZoS to decide if they implement it or not.

    Then if you did nothing wrong when purchasing to much, you should write a ticket and explain your problem

    Moonstone is an example...
    Edited by XSTRONG on 25 October 2024 19:59
  • SilverBride
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    XSTRONG wrote: »
    XSTRONG wrote: »
    Now imagine being a million dollar gaming company who have to calculate this stuff 100 times just so someone who accedently buys 210 moonstone instead of 200 can get their 20 gold back.

    Is that good invested money?

    Moonstone isn't a good example. I'm mostly thinking of the expensive account bound furnishings from Achievement Vendors. Those really add up if they are purchased in error and cannot then be sold to other players to recoup our losses.

    I just made a suggestion for what I consider a reasonable quality of life feature. It's up to ZoS to decide if they implement it or not.

    Then if you did nothing wrong when purchasing to much, you should write a ticket and explain your problem

    Moonstone is an example...

    Let's let ZoS decide.
    PCNA
  • XSTRONG
    XSTRONG
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    XSTRONG wrote: »
    XSTRONG wrote: »
    Now imagine being a million dollar gaming company who have to calculate this stuff 100 times just so someone who accedently buys 210 moonstone instead of 200 can get their 20 gold back.

    Is that good invested money?

    Moonstone isn't a good example. I'm mostly thinking of the expensive account bound furnishings from Achievement Vendors. Those really add up if they are purchased in error and cannot then be sold to other players to recoup our losses.

    I just made a suggestion for what I consider a reasonable quality of life feature. It's up to ZoS to decide if they implement it or not.

    Then if you did nothing wrong when purchasing to much, you should write a ticket and explain your problem

    Moonstone is an example...

    Let's let ZoS decide.

    Yeah.. I guess they do decide ;)
  • spartaxoxo
    spartaxoxo
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    XSTRONG wrote: »
    XSTRONG wrote: »
    Player1 - buys 200 moonstone from npc for 3000g

    Player1 - sells it to Player2 for 5000g

    Player1 - Refunds 200 moonstone from inventory

    You see the exploit?

    No.

    First of all, players don't normally buy moonstone from other players. They buy it from a merchant.

    Second, the item would be on a timer so only the flagged stack would be refundable.

    Third, even if they were able to refund a stack of 200 moonstone from their inventory they would only get back what they paid the merchant for the moonstone and no longer have the stack of moonstone, so what exactly did they gain?

    Fourth, most items being returned would probably be bound items from achievement vendors, etc..

    Good!

    Now imagine being a million dollar gaming company who have to calculate this stuff 100 times just so someone who accedently buys 210 moonstone instead of 200 can get their 20 gold back.

    Is that good invested money?

    This makes it sound like an employee would be counting it. This is a pretty normal qol feature that is many video games. I don't know why this forum so often has people saying things like this for minor things that every other company manages to give us as QOL improvements alongside content.

    Believe it or not, most big studios can do bug fixes, QOL improvements, and provide new content. ZOS has eliminated an entire quarter of content for bug fixing and qol improvements, so we should be expecting more QOL improvements from them, not less.
    Edited by spartaxoxo on 25 October 2024 21:51
  • XSTRONG
    XSTRONG
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    spartaxoxo wrote: »
    XSTRONG wrote: »
    XSTRONG wrote: »
    Player1 - buys 200 moonstone from npc for 3000g

    Player1 - sells it to Player2 for 5000g

    Player1 - Refunds 200 moonstone from inventory

    You see the exploit?

    No.

    First of all, players don't normally buy moonstone from other players. They buy it from a merchant.

    Second, the item would be on a timer so only the flagged stack would be refundable.

    Third, even if they were able to refund a stack of 200 moonstone from their inventory they would only get back what they paid the merchant for the moonstone and no longer have the stack of moonstone, so what exactly did they gain?

    Fourth, most items being returned would probably be bound items from achievement vendors, etc..

    Good!

    Now imagine being a million dollar gaming company who have to calculate this stuff 100 times just so someone who accedently buys 210 moonstone instead of 200 can get their 20 gold back.

    Is that good invested money?

    This makes it sound like an employee would be counting it. This is a pretty normal qol feature that is many video games. I don't know this forum so often has people saying things like this for minor things that every other company manages to give us as QOL improvements alongside content.

    Believe it or not, most big studios can do bug fixes, QOL improvements, and provide new content. ZOS has eliminated an entire quarter of content for bug fixing and qol improvements, so we should be expecting more QOL improvements from them, not less.

    I love bugfixes and QOL improvements but if you click twice instead of once when you buy from an npc then i think you should live with it and just remember to click 1 time next time you buy something.

    Now if the game made you buy more then you needed write a ticket im sure Zos will help.
  • spartaxoxo
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    XSTRONG wrote: »
    spartaxoxo wrote: »
    XSTRONG wrote: »
    XSTRONG wrote: »
    Player1 - buys 200 moonstone from npc for 3000g

    Player1 - sells it to Player2 for 5000g

    Player1 - Refunds 200 moonstone from inventory

    You see the exploit?

    No.

    First of all, players don't normally buy moonstone from other players. They buy it from a merchant.

    Second, the item would be on a timer so only the flagged stack would be refundable.

    Third, even if they were able to refund a stack of 200 moonstone from their inventory they would only get back what they paid the merchant for the moonstone and no longer have the stack of moonstone, so what exactly did they gain?

    Fourth, most items being returned would probably be bound items from achievement vendors, etc..

    Good!

    Now imagine being a million dollar gaming company who have to calculate this stuff 100 times just so someone who accedently buys 210 moonstone instead of 200 can get their 20 gold back.

    Is that good invested money?

    This makes it sound like an employee would be counting it. This is a pretty normal qol feature that is many video games. I don't know this forum so often has people saying things like this for minor things that every other company manages to give us as QOL improvements alongside content.

    Believe it or not, most big studios can do bug fixes, QOL improvements, and provide new content. ZOS has eliminated an entire quarter of content for bug fixing and qol improvements, so we should be expecting more QOL improvements from them, not less.

    I love bugfixes and QOL improvements but if you click twice instead of once when you buy from an npc then i think you should live with it and just remember to click 1 time next time you buy something.

    Now if the game made you buy more then you needed write a ticket im sure Zos will help.

    Why though? Humans are not perfect. They make mistakes. A good system knows that and has room for errors to be fixed. This is essentially just a refund. You return the item and get your money back. Many games have that and it's not made any of those games worse. I mean, many stores where I live IRL have that. It's such a small thing.
    Edited by spartaxoxo on 25 October 2024 22:27
  • XSTRONG
    XSTRONG
    ✭✭✭✭✭
    spartaxoxo wrote: »
    XSTRONG wrote: »
    spartaxoxo wrote: »
    XSTRONG wrote: »
    XSTRONG wrote: »
    Player1 - buys 200 moonstone from npc for 3000g

    Player1 - sells it to Player2 for 5000g

    Player1 - Refunds 200 moonstone from inventory

    You see the exploit?

    No.

    First of all, players don't normally buy moonstone from other players. They buy it from a merchant.

    Second, the item would be on a timer so only the flagged stack would be refundable.

    Third, even if they were able to refund a stack of 200 moonstone from their inventory they would only get back what they paid the merchant for the moonstone and no longer have the stack of moonstone, so what exactly did they gain?

    Fourth, most items being returned would probably be bound items from achievement vendors, etc..

    Good!

    Now imagine being a million dollar gaming company who have to calculate this stuff 100 times just so someone who accedently buys 210 moonstone instead of 200 can get their 20 gold back.

    Is that good invested money?

    This makes it sound like an employee would be counting it. This is a pretty normal qol feature that is many video games. I don't know this forum so often has people saying things like this for minor things that every other company manages to give us as QOL improvements alongside content.

    Believe it or not, most big studios can do bug fixes, QOL improvements, and provide new content. ZOS has eliminated an entire quarter of content for bug fixing and qol improvements, so we should be expecting more QOL improvements from them, not less.

    I love bugfixes and QOL improvements but if you click twice instead of once when you buy from an npc then i think you should live with it and just remember to click 1 time next time you buy something.

    Now if the game made you buy more then you needed write a ticket im sure Zos will help.

    Why though? Humans are not perfect. They make mistakes. A good system knows that and has room for errors to be fixed. This is essentially just a refund. You return the item and get your money back. Many games have that and it's not made any of those games worse. I mean, many stores where I live IRL have that. It's such a small thing.

    Well if people think this is a problem i wont argue but I think Zos can do better stuff for QOL then helping a few players that click twice instead of one time when buying from an npc
  • spartaxoxo
    spartaxoxo
    ✭✭✭✭✭
    ✭✭✭✭✭
    XSTRONG wrote: »
    spartaxoxo wrote: »
    XSTRONG wrote: »
    spartaxoxo wrote: »
    XSTRONG wrote: »
    XSTRONG wrote: »
    Player1 - buys 200 moonstone from npc for 3000g

    Player1 - sells it to Player2 for 5000g

    Player1 - Refunds 200 moonstone from inventory

    You see the exploit?

    No.

    First of all, players don't normally buy moonstone from other players. They buy it from a merchant.

    Second, the item would be on a timer so only the flagged stack would be refundable.

    Third, even if they were able to refund a stack of 200 moonstone from their inventory they would only get back what they paid the merchant for the moonstone and no longer have the stack of moonstone, so what exactly did they gain?

    Fourth, most items being returned would probably be bound items from achievement vendors, etc..

    Good!

    Now imagine being a million dollar gaming company who have to calculate this stuff 100 times just so someone who accedently buys 210 moonstone instead of 200 can get their 20 gold back.

    Is that good invested money?

    This makes it sound like an employee would be counting it. This is a pretty normal qol feature that is many video games. I don't know this forum so often has people saying things like this for minor things that every other company manages to give us as QOL improvements alongside content.

    Believe it or not, most big studios can do bug fixes, QOL improvements, and provide new content. ZOS has eliminated an entire quarter of content for bug fixing and qol improvements, so we should be expecting more QOL improvements from them, not less.

    I love bugfixes and QOL improvements but if you click twice instead of once when you buy from an npc then i think you should live with it and just remember to click 1 time next time you buy something.

    Now if the game made you buy more then you needed write a ticket im sure Zos will help.

    Why though? Humans are not perfect. They make mistakes. A good system knows that and has room for errors to be fixed. This is essentially just a refund. You return the item and get your money back. Many games have that and it's not made any of those games worse. I mean, many stores where I live IRL have that. It's such a small thing.

    Well if people think this is a problem i wont argue but I think Zos can do better stuff for QOL then helping a few players that click twice instead of one time when buying from an npc

    We should be asking for more QOL, not less. I think part of the reason ZOS does so little QOL despite having a whole quarter dedicated to it is their customers validate that decision. We need to be like "zos you have a quarter for this, why aren't the bugs fixed. Why aren't basic QOL features still not implemented." Rather than treating something like this as a threat to searchable guild stores or whatever qol change you think would be better. But, that's just my opinion. I want bug fixes, qol changes, and good new content. I want all three. And I don't think that's unreasonable because every other big game I play delivers that. Some of those games from smaller studios than ZOS.

    I really don't understand how they cut out an entire quarter worth of content and still can't give us more small qol changes like this, despite the fact that whole quarter is supposed to be dedicated to QOL changes. Sometimes it feels like this game will be sunset soon.
    Edited by spartaxoxo on 25 October 2024 22:45
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