Originally Posted by bilateralrope
For him to be able to receive whispers or the transaction message, the servers would need to know if he still has GW running. This means that regular "I'm still here" messages need to be sent every so often. Once you add them up over a 24/7 period and several hundred thousand people, it becomes a bandwidth use worth caring about no matter how few signals. And don't forget any chat happening in that district or people wandering around there.
|
However you haven't given a reason as to why the client has any need to stay online: - Whispers: Hes AFK, he won't be there to read them. And if he reads them later, the person who sent it will probably be offline. Besides, what kind of useful things might actually be said over it. - Transaction notification: Just wait till he next logs in to tell him. |
The reason why my solution requires the client staying online is because it's simpliest and easiest to implement, with no major changes needed. For example my original idea contained no changes to the PartySearch engine except for 1 new button. However making it work for offline players and making transaction work for offline players would probably require significant changes in the game code.
And even if the bandwidth is negligible for ANET, the CPU usage of guild wars while its just waiting for something to happen prevents you doing other things on the computer. So why should the seller have to remain online again ? |
This may be a viable option, close your client and all you lose is the whispers and notifications (I wouldn't believe in them creating any data structures on the servers to remember those and to send them when user comes back online). A certain user timeout would have to be in place, to prevent having everyone active 24/7.
Server storage space is limited. Each item in a store needs to be recorded somewhere. CPU capability is limited. Data in stores will need some precessing. Bandwidth is probably charged per amount transfered. More items = higher costs for ANET. |
Bandwidth usage would be probably slightly higher if users were viewing a store with 2 items and a store with 7 items. The traffic would be only generated by active buyers (far less of them than sellers), and most of them would have the stores with nonmax crap filtered out. But if bandwidth becomes a problem, certain limitations could be set on how often can a new store be viewed by a client.
The only people I'm aware of who are willing to buy the crap are the people who don't know how cheap the decent items are. But with this idea either they will learn of the decent items prices, or this idea doesn't work well as a trading system. If the former then we are just wasting server resources, if the latter then removing them will improve the quality of this idea as a trading system. |
I consider allowing bad items a nonissue, and a worse problem and annoyance being limitations (wtf i can't sell my 15-21 caster sword). Trust me, the vast majority of items sold in the stores would be gold, max, but still crappy. Currently even most req10 items are straight merchant food not worth the time to sell them to players, so disallow them too? I'd say that any limitations are bad, and there would be one most important limitation in place anyway - the max number of items possible to be sold.