Morning, I know this is potentially a raw subject given recent discussions but I had an idea...
Anyway, I've type-rambled enough. Please feel free to comment/suggest/etc.
Cheers!
I believe there is a potential compromise solution with regards to the dye tubs. It may require tweaking, but I hope I've taken in to account the key concern(s).
Key challenges:
Apologies for the poor pseudo code, I'm not a developer
also totally dependant on feasibility of coding these...
Key challenges:
- Dye tubs that have been purchased before any changes - people don't like the idea of an infinite resource becoming a finite resource after purchasing it
- Adding a 'lifespan' to dye tubs
- Existing community-run areas providing a service
- Have charges added (500 as an example)
- Have an owner (account)
- Owner cannot be changed
- Do not consume a charge if the owner uses them
- Do consume a charge if anyone else uses them
- Tubs can be set to 'charge gold' per use, amount is decided by owner (0 > 20,000,000 - just picking a max number here)
- Gold would be sent to owner's wallet
- Can be locked down and used publicly (current mechanic)
- Add a backend log for tub usage, similar to player vendors
- For the owner of a dye tub, the tub remains an infinite resource for personal use
- If the tubs are shared, they will eventually be consumed
- Owners have choice in compensation if they choose to share them. Ranging from 'no compensation' through 'full compensation', all the way to 'profit'
- e.g. If the owner wants to replace them without financial impact - set the cost per use to match cost of a replacement tub (gold > sovereign exchange rate is static)
- Tubs from IDOCs will eventually be consumed as a new owner cannot be set
- Guilds who want the same 'uniform' will have a minor cost associated with them. Either gold per charge or time handing them to a tub owner to dye
- If an owner is offering their tubs at less than 'full compensation' and believes they have been griefed, the logs will help prove/disprove (potentially have charges restored?)
- What happens if this change is implemented while tubs' owners are unable to log in and they have their tubs available to the public? (please see below - they would not be able to be used until an owner had decided on what they want to do)
Apologies for the poor pseudo code, I'm not a developer
- Announce changes with 2-4 weeks notice
- Add a property to all existing special dye tubs e.g. "GrandfatheredDyeTub = 1" - to allow for any rollbacks in future, if required
- Add a property to all existing and newly created dye tubs e.g. "Owner = null"
- Add a property to all existing and newly created dye tubs e.g. "ChargePerUse = null"
- Set all existing and newly created dye tubs to have 500 charges
- On single-click - context menu: Set Owner, Set Charge
- Set owner: only display if an owner has not already been set, else set Owner = <AccountName> - can only be performed if tub is in a player backpack (i.e. proving ownership)
- Set charge: only display context menu for Owner - allow owner to set ChargePerUse (0 - 20000000 gold)
- On double-click - if Owner = null - display "an owner needs to be set before this can be used"
- On double-click - if Owner = not null and ChargePerUse = null - display "the owner needs to set a charge before this can be used"
- On double-click - if Owner = not null and ChargePerUse = not null - prompt: "This tub costs <ChargePerUse> gold per use, do you want to proceed?" Yes/No
- Yes - perform dye validity check
- If passed, check player has enough gold
- If passed, dye the item. Remove gold from player's wallet, add to Owner's wallet
- If failed, display "you do not have enough gold to dye this item"
- If failed, this item cannot be dyed with this tub
- If passed, check player has enough gold
- No - close prompt, end
- Yes - perform dye validity check
- I hope the above is a decent compromise between players who don't want their existing items devalued and the admin team's desire to make these a finite resource.
- I believe that rare/dropped tubs, such as Pure White, should be rare and finite - potential to consider these consuming a charge even if the owner uses them?
- Even at a potential charge of 1,000-2,000 per dye, I don't think that is particularly expensive. After a few weeks, most players are rolling in gold.
Last edited by a moderator: