NPC shopkeepers tell us all why the shard is struggling
Posted: Thu Jul 16, 2015 1:10 am
Case 1
There are usually only 95-135 characters in-game at any given time, yet,
"I am sorry, my stables are full."
This situation is NEA, and generated by an NEA player-base: if there weren't an NEA number of high-level Tamers, there wouldn't be such a high demand for stable-slots, hence there would be no market, hence there would be no market-cornering to buy/sell slots by all and sundry, whether they are, or are not, themselves Tamers.
NEA result: any new/returning player can not stable packhorse(s) after mining, or stable mount(s) in order to deep-sea fish for a few hours on his/her ship.
During T2A-proper it simply did not occur that all-stable-slots-in-all-towns were full, not on any shard: each player had one account, GMing Taming was both incredibly PITA and time-consuming, and UO itself had simply not been around long enough for enough players to GM enough Tamers, nor to tame enough "worthwhile" pets; there was no stable-slot market during T2A-proper; that there is such a market here at UOSA is NEA, and creates a huge impediment to shard play-utility, to the catastrophic detriment of player-interest and population growth.
NB: five years ago, I played UOSA for months and months and months, and I never, ever, saw this message (and the shard, then, enjoyed a much-larger average player-population); from July '98 to November '99, playing primarily on Chesapeake (but with characters on many shards), I never, ever, saw this message.
Case 2
"You have nothing I would be interested in."
This is something else that is related specifically to the size and style of the player population: with a low population, and almost no "newbies", shopkeepers simply do not generate enough 'normal custom' in-game to operate in the manner in which they have been designed; when they run out of money, they no longer buy.
NEA result: Obviously, no player can sell to a shopkeeper that will not buy; new/returning players who are frustrated because loot is worthless are more likely to leave than stay, immediately and irrevocably; simple as that, "this shard sucks, bye", no second thought(s).
NB: I do remember this happening, occasionally, both here at UOSA five years ago, and on OSI in '98-'99; however, it was the temporary exception discovered on a lone shop-keeper, not the permanent condition of all shopkeepers on the shard (Jewelers seem to be the worst for this, here and now).
So, to the matter,
I do not assign any blame or responsibility to the existing player-base: I merely point-out two glaringly-NEA 'shard shopkeeper conditions'; indeed, it is almost irrelevant that these conditions have been brought-about by the surviving player-base (it has more to do with UOSA's age and account-policies, and I'm just as culpable as any other player, wherein any player-culpability can be identified).
These conditions will continue to ruin any/all hopes for shard growth unless/until fixes are applied.
I really want to open discussion on 'fixes' that could be deemed both viable, and acceptable (and, hopefully, without placing too much burden on staff); the more EAish the fix (for either NEA-player-environment-condition), the better.
The NPC shopkeepers have existed in UO longer than any of us: when they begin to fail in their function(s), we should pay attention to them.
SS
There are usually only 95-135 characters in-game at any given time, yet,
"I am sorry, my stables are full."
This situation is NEA, and generated by an NEA player-base: if there weren't an NEA number of high-level Tamers, there wouldn't be such a high demand for stable-slots, hence there would be no market, hence there would be no market-cornering to buy/sell slots by all and sundry, whether they are, or are not, themselves Tamers.
NEA result: any new/returning player can not stable packhorse(s) after mining, or stable mount(s) in order to deep-sea fish for a few hours on his/her ship.
During T2A-proper it simply did not occur that all-stable-slots-in-all-towns were full, not on any shard: each player had one account, GMing Taming was both incredibly PITA and time-consuming, and UO itself had simply not been around long enough for enough players to GM enough Tamers, nor to tame enough "worthwhile" pets; there was no stable-slot market during T2A-proper; that there is such a market here at UOSA is NEA, and creates a huge impediment to shard play-utility, to the catastrophic detriment of player-interest and population growth.
NB: five years ago, I played UOSA for months and months and months, and I never, ever, saw this message (and the shard, then, enjoyed a much-larger average player-population); from July '98 to November '99, playing primarily on Chesapeake (but with characters on many shards), I never, ever, saw this message.
Case 2
"You have nothing I would be interested in."
This is something else that is related specifically to the size and style of the player population: with a low population, and almost no "newbies", shopkeepers simply do not generate enough 'normal custom' in-game to operate in the manner in which they have been designed; when they run out of money, they no longer buy.
NEA result: Obviously, no player can sell to a shopkeeper that will not buy; new/returning players who are frustrated because loot is worthless are more likely to leave than stay, immediately and irrevocably; simple as that, "this shard sucks, bye", no second thought(s).
NB: I do remember this happening, occasionally, both here at UOSA five years ago, and on OSI in '98-'99; however, it was the temporary exception discovered on a lone shop-keeper, not the permanent condition of all shopkeepers on the shard (Jewelers seem to be the worst for this, here and now).
So, to the matter,
I do not assign any blame or responsibility to the existing player-base: I merely point-out two glaringly-NEA 'shard shopkeeper conditions'; indeed, it is almost irrelevant that these conditions have been brought-about by the surviving player-base (it has more to do with UOSA's age and account-policies, and I'm just as culpable as any other player, wherein any player-culpability can be identified).
These conditions will continue to ruin any/all hopes for shard growth unless/until fixes are applied.
I really want to open discussion on 'fixes' that could be deemed both viable, and acceptable (and, hopefully, without placing too much burden on staff); the more EAish the fix (for either NEA-player-environment-condition), the better.
The NPC shopkeepers have existed in UO longer than any of us: when they begin to fail in their function(s), we should pay attention to them.
SS