Necrotech_Master wrote: »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
SilverBride wrote: »
SilverBride wrote: »
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.
Necrotech_Master wrote: »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
KromedeTheCorrupt wrote: »Necrotech_Master wrote: »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.
Necrotech_Master wrote: »KromedeTheCorrupt wrote: »Necrotech_Master wrote: »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
KromedeTheCorrupt wrote: »Necrotech_Master wrote: »KromedeTheCorrupt wrote: »Necrotech_Master wrote: »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 wrote: »if its an "until you leave the merchant" thing then thats fine, and i would agree with that
Necrotech_Master wrote: »KromedeTheCorrupt wrote: »Necrotech_Master wrote: »KromedeTheCorrupt wrote: »Necrotech_Master wrote: »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
KromedeTheCorrupt wrote: »Necrotech_Master wrote: »KromedeTheCorrupt wrote: »Necrotech_Master wrote: »KromedeTheCorrupt wrote: »Necrotech_Master wrote: »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
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?
SilverBride 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..
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 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.
SilverBride 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...
SilverBride wrote: »SilverBride 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.
SilverBride 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?
spartaxoxo wrote: »SilverBride 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.
spartaxoxo wrote: »SilverBride 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 wrote: »spartaxoxo wrote: »SilverBride 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.
spartaxoxo wrote: »spartaxoxo wrote: »SilverBride 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