playor reports: a sugestion: a mall or bazaar ... #6555

Open
opened 2024-03-23 14:50:49 +00:00 by yourland-report · 5 comments

playor reports a bug:

a sugestion: a mall or bazaar would be good to satisfy a player's desire to sell things (only once when a player reaches a certain level, eg lvl 7) can request admins for allocation of necessary areas and a smartshop in the "mall". if the player does not appear for a month, for example. the smartshop is removed.

Player position:

{
	x = -17289.9453125,
	y = 7.5,
	z = 16896.9296875
}

Player look:

{
	x = 0.42796784639359,
	y = -0.49697396159172,
	z = 0.75489103794098
}

Player information:

{
	max_rtt = 0.48899999260902,
	version_string = "5.8.0",
	formspec_version = 7,
	state = "Active",
	max_jitter = 0.44499999284744,
	protocol_version = 42,
	connection_uptime = 4074,
	ip_version = 6,
	min_rtt = 0.03999999910593,
	avg_rtt = 0.052000001072884,
	min_jitter = 0,
	major = 5,
	avg_jitter = 0.0040000006556511,
	lang_code = "",
	serialization_version = 29,
	patch = 0,
	minor = 8
}

Player meta:

{
	fields = {
		xp = "6400",
		yl_commons_player_created = "1710512840",
		["3d_armor_inventory"] = "return {\"3d_armor:helmet_crystal 1 2320\", \"3d_armor:chestplate_crystal 1 2320\", \"3d_armor:leggings_crystal 1 2320\", \"3d_armor:boots_crystal 1 2320\", \"shields:shield_crystal 1 2320\", \"\"}",
		yl_church = "return {[\"last_death\"] = {[\"y\"] = 34, [\"z\"] = -1000, [\"x\"] = 8938}, [\"last_death_portal\"] = 1711195841}",
		["ocean_build.last_warning"] = "1710794076",
		["stamina:exhaustion"] = "69.5",
		["ocean_build.ocean_built"] = "2",
		bitten = "0",
		["stamina:level"] = "14",
		digged_nodes = "12224",
		punch_count = "809",
		jointime = "1710512840",
		inflicted_damage = "12264",
		repellant = "0",
		yl_commons_player_joined = "1711201382",
		["unified_inventory:bags"] = "return {\"unified_inventory:bag_large\", \"unified_inventory:bag_large\", \"unified_inventory:bag_large\", \"unified_inventory:bag_large\"}",
		played_time = "155988",
		yl_commons_thankyou = "2",
		placed_nodes = "1711",
		died = "36",
		crafted = "1436",
		hud_state = "on",
		["stamina:poisoned"] = "no"
	}
}

Log identifier


[MOD] yl_report log identifier = qduegUmnbnT7EAZbsq747RHXtHayTdRo

Profiler save:

profile-20240323T145049.json_prettyEE

Status:

# Server: version: 5.7.0-yl-thx-tmm | game: Minetest Game | uptime: 1h 21min | max lag: 0.614s | clients (20/52): AliasAlreadyTaken, Bailiff, BenOnly, Boot, Chap, Da_boss23, der_c_aus_a, emn, Historia_reiss, holaeee, JinnyC, joke15, Keya, Lucien_II, Murmel, Noii, playor, Service, Shismu, Squawk

Teleport command:

/teleport xyz -17290 8 16897

Compass command:

/give_compass Construction qduegUmnbnT7EAZbsq747RHXtHayTdRo D2691E -17290 8 16897
playor reports a bug: > a sugestion: a mall or bazaar would be good to satisfy a player's desire to sell things (only once when a player reaches a certain level, eg lvl 7) can request admins for allocation of necessary areas and a smartshop in the "mall". if the player does not appear for a month, for example. the smartshop is removed. Player position: ``` { x = -17289.9453125, y = 7.5, z = 16896.9296875 } ``` Player look: ``` { x = 0.42796784639359, y = -0.49697396159172, z = 0.75489103794098 } ``` Player information: ``` { max_rtt = 0.48899999260902, version_string = "5.8.0", formspec_version = 7, state = "Active", max_jitter = 0.44499999284744, protocol_version = 42, connection_uptime = 4074, ip_version = 6, min_rtt = 0.03999999910593, avg_rtt = 0.052000001072884, min_jitter = 0, major = 5, avg_jitter = 0.0040000006556511, lang_code = "", serialization_version = 29, patch = 0, minor = 8 } ``` Player meta: ``` { fields = { xp = "6400", yl_commons_player_created = "1710512840", ["3d_armor_inventory"] = "return {\"3d_armor:helmet_crystal 1 2320\", \"3d_armor:chestplate_crystal 1 2320\", \"3d_armor:leggings_crystal 1 2320\", \"3d_armor:boots_crystal 1 2320\", \"shields:shield_crystal 1 2320\", \"\"}", yl_church = "return {[\"last_death\"] = {[\"y\"] = 34, [\"z\"] = -1000, [\"x\"] = 8938}, [\"last_death_portal\"] = 1711195841}", ["ocean_build.last_warning"] = "1710794076", ["stamina:exhaustion"] = "69.5", ["ocean_build.ocean_built"] = "2", bitten = "0", ["stamina:level"] = "14", digged_nodes = "12224", punch_count = "809", jointime = "1710512840", inflicted_damage = "12264", repellant = "0", yl_commons_player_joined = "1711201382", ["unified_inventory:bags"] = "return {\"unified_inventory:bag_large\", \"unified_inventory:bag_large\", \"unified_inventory:bag_large\", \"unified_inventory:bag_large\"}", played_time = "155988", yl_commons_thankyou = "2", placed_nodes = "1711", died = "36", crafted = "1436", hud_state = "on", ["stamina:poisoned"] = "no" } } ``` Log identifier ``` [MOD] yl_report log identifier = qduegUmnbnT7EAZbsq747RHXtHayTdRo ``` Profiler save: ``` profile-20240323T145049.json_prettyEE ``` Status: ``` # Server: version: 5.7.0-yl-thx-tmm | game: Minetest Game | uptime: 1h 21min | max lag: 0.614s | clients (20/52): AliasAlreadyTaken, Bailiff, BenOnly, Boot, Chap, Da_boss23, der_c_aus_a, emn, Historia_reiss, holaeee, JinnyC, joke15, Keya, Lucien_II, Murmel, Noii, playor, Service, Shismu, Squawk ``` Teleport command: ``` /teleport xyz -17290 8 16897 ``` Compass command: ``` /give_compass Construction qduegUmnbnT7EAZbsq747RHXtHayTdRo D2691E -17290 8 16897 ```
AliasAlreadyTaken was assigned by yourland-report 2024-03-23 14:50:49 +00:00
AliasAlreadyTaken added the
1. kind/enhancement
3. source/ingame
labels 2024-03-23 15:17:49 +00:00

This sounds like the Haven/Aventiure shop system...

However, the server might need a new shopping area, considering the amount of new players it receives.

This sounds like the Haven/Aventiure shop system... However, the server might need a new shopping area, considering the amount of new players it receives.
Member

However, the server might need a new shopping area, considering the amount of new players it receives.

All air ship and sail ship harbours cities should have a little shopping zone near their entrance points via these grids.

> However, the server might need a new shopping area, considering the amount of new players it receives. All air ship and sail ship harbours cities should have a little shopping zone near their entrance points via these grids.
Member

running shops was my first real love in minetest, so i've thought about this problem a lot. we tried similar solutions a few times between blocky survival and tunnelers' abyss. the results were generally either

  1. the restrictions were too much (e.g. 1 or 3 shops at most), so no-one bothered to stock their shops for very long, because it wasn't worth it
  2. the area inevitably became an FPS dead zone and a lot of players couldn't visit without lagging out, which also limited the functionality of the shops

one of the best shopping areas that didn't have either problem was the eiffel tower on blocky survival, which had 12 small stalls (max 9 shops each?) which could be used by 4-12 players (up to 3 adjacent stalls per player). if you let most of your shops run out of stock or if no-one bought from them (because you sold garbage or your prices were too high), you'd be removed from the area (any remaining items would be refunded), and someone else could vie for the position.

image

image

also putting out there that i once had a "decor store" very close to /spawn on blocky survival. it was an eight story building which sold every decorative node available on the server through many hundreds of smartshops. but after it was clearly implicated in terrible lag (both the shops and anything w/ mesh/nodebox drawtypes were terrible), i spent a couple months and moved it out to the asteroids in one corner of the map, and separated all the levels by a wide distance. but blocky had various teleportation mechanisms (elevator, travelnet, teleport request), so that solution is not really fully applicable to your-land. we also had a travelnet hub near /spawn, and a few other hubs in other areas, and usually travelnets which connected to shops were allowed to have different colored signs to make them easier to spot.

i do like the idea of having small shopping districts near each of the airship/sailship connections - that might be a better solution for your-land.

running shops was my first real love in minetest, so i've thought about this problem a lot. we tried similar solutions a few times between blocky survival and tunnelers' abyss. the results were generally either 1. the restrictions were too much (e.g. 1 or 3 shops at most), so no-one bothered to stock their shops for very long, because it wasn't worth it 2. the area inevitably became an FPS dead zone and a lot of players couldn't visit without lagging out, which also limited the functionality of the shops one of the best shopping areas that didn't have either problem was the eiffel tower on blocky survival, which had 12 small stalls (max 9 shops each?) which could be used by 4-12 players (up to 3 adjacent stalls per player). if you let most of your shops run out of stock or if no-one bought from them (because you sold garbage or your prices were too high), you'd be removed from the area (any remaining items would be refunded), and someone else could vie for the position. ![image](/attachments/680a0059-644e-474a-82b8-9dd16125d7db) ![image](/attachments/f0da62f5-168a-447c-937e-2b8c6b6e9e50) also putting out there that i once had a "decor store" very close to /spawn on blocky survival. it was an eight story building which sold *every* decorative node available on the server through many hundreds of smartshops. but after it was clearly implicated in terrible lag (both the shops and anything w/ mesh/nodebox drawtypes were terrible), i spent a couple months and moved it out to the asteroids in one corner of the map, and separated all the levels by a wide distance. but blocky had various teleportation mechanisms (elevator, travelnet, teleport request), so that solution is not really fully applicable to your-land. we also had a travelnet hub near /spawn, and a few other hubs in other areas, and usually travelnets which connected to shops were allowed to have different colored signs to make them easier to spot. i do like the idea of having *small* shopping districts near each of the airship/sailship connections - that might be a better solution for your-land.
575 KiB
409 KiB

We have a North Haven marketplace, but since the area around is too old and not close enough to Haven, seemingly almost no one ever went there. My bar at North Haven did not have any customers for months

We have a North Haven marketplace, but since the area around is too old and not close enough to Haven, seemingly almost no one ever went there. My bar at North Haven did not have any customers for months

probably people just kinda forget about the existence of it, plus its fairly close to haven, its not a long walk to get there.

probably people just kinda forget about the existence of it, plus its fairly close to haven, its not a long walk to get there.
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Reference: your-land/bugtracker#6555
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