Click here to suggest names and themes for the new shopping districts and streets. The new spawn for Alice 1.5 is being built and the new Bazaar will be fairly close. Current Alice 1.4 Bazaar features: 50 shops, differently themed districts. Some shops include basements. Alice 1.5 Bazaar features: 80+ player shops(NPC shops are located at the NPC market) Street addresses for each shop Theme will align with spawn (Asian/Japanese) Three differently sized shops WxDxH 5x10x7 5x5x7 3x3x3 Individual shops may be merged to form larger shops All shops will have basement levels for storage/utilities Rail Station with connections to points of interest around spawn. UUMatter may not be sold at the Bazaar. Trade-O-Mats that offer UUM will be locked or removed at the discretion of the moderator. New: Chest in unclaimed shops containing free Trade-O-Mat and personal chest. New:At the beginning, sections of the Bazaar will be inaccessible until sections fill up. This keeps the small number of shops in the beginning all in the same area and easy to locate. As more shops are claimed other sections can be opened and players could transfer to the new sections. Unconfirmed features: Shop signs mod that introduces currency. This needs to be as simple as possible to prevent it from taking up too much moderation time. WorldGuard regions for each shop. Players will purchase the region for their shop Shops that go inactive will get reset/cleared. The shop reset may be done with an automatic processes New: Blacksmith/Mech building with one of each of the following Pulverizer, Induction Furnace, Extractor, Compressor, Wiremill Charging bench, this is for charging tools only. If it gets abused like last time it will be removed. Other things to consider. This is a post that I made regarding accessibility of Bazaar shops. Spoiler The problem I ran into last night was the accessibility. I had created something resembling a city block with nine shops in it. The problem is that when I pasted the blocks next to each other it didn't present very well. There appeared to be too much surface area around the outside of each block to get around. Unless, Glitch and Sonic changed things, I think am going to split up the blocks into sections of two shops each and create avenue'd districts like the current Bazaar. TL;DR Once again, I would greatly appreciate input for this new Bazaar. I feel that accessibility is the most important aspect. I don't want to get hung up on themes and decoration, those can come later.
Spoiler: This is the original layout. Progress from this evening: 72 shops!!! Spoiler: pics Spoiler: Info for builders: Schematic names for shop modules. baz_bigwest baz_bigeast baz_bignorth baz_bigsouth baz_medwest baz_medeast baz_mednorth baz_medsouth baz_smwest baz_smeast baz_smnorth baz_smsouth /warp baz Surface warp /warp baztemp Template cave has copies of each shop module for each of the cardinal directions. This is because WorldEdit doesn't rotate non-vanilla blocks correctly. Select the cyan wool in opposite corners to make a full selection.
"Districts" might turn into something else. There are no themes right now so it's hard to distinguish between different areas. I'm focused more on how long it takes to walk to each shop from the entrance or rail station. On the subject of rails and transportation everyone needs to help remind SK to plan the rail network or it won't get done. For now here is a rough idea of the different areas of the Bazaar. Not all the shops are done and there is a floating platform that needs to get moved. Please suggest names and themes for districts, blocks, or streets.
We could have the streets named after famous streets. The community could help decide the streets. They should be memorable for easy navigation.
Names and themes would be good. Here is a survey to collect responses. Click here to take the Survey Someone on Teamspeak also suggested describing the shops sizes. Small = Stall Medium = Boutique Large = Specialist
Do you mean the automatic shop reset or something else? The automatic shop reset is just an idea for now. It's purpose is to help facilitate clearing inactive shops. If a player goes inactive or stops playing we need to clear out the shop for an active player. Right now it's a very manual process and requires a moderator to remove Trade-O-Mats, Personal Safes, and any lock signs. If the process was automatic this would save staff time. Again, this is just an idea, the inactivity period is open for debate and I welcome any ideas. Added a new feature to the op.
Specialist to me implies one mod or one type of item, for example someone who has a lot of the forestry trees and sell all the types of wood; and/or saplings (at an outrageous price since it's kinda a one time sell) But that's just quibbling over names. I do like the layout a lot more now, however I remember there was some talk of a currency. How would that work? Would Shops be on a bi-weekly fee? What item would you have be the exchange item? Another quick idea would it be possible to add a public mech shop? possibly with low end gregtech machines like a standard casing blast furnace.
Specialist was my suggestion...I guess I suck at naming things. I will add currency as an unconfirmed feature to the op. The only feasible way to implement it is to use a shop/currency mod. Apparently there used to be a sign shop mod that was active on a previous version of Alice but was disabled for 1.4. I've been talking to SK about re-enabling it or getting a new one. The currency would be based on a silk touched ore like Amber Bearing Stone, Iridium Ore block, or something else this is uncommon or rare. We'll see what happens. No promises. I would like to keep shops free to claim. However I might toy with the idea of charging for merging shops. If you really need that much space then you can afford some kind of recurring fee. I added the mech shop idea to the op. I don't think the blast furnace will be added. That's a fairly high tier machine, even with standard casings. It might be a good to give the mech shop NPC some dialog with instructions for building the Industrial Blast Furnace. Maybe a quest that rewards a few casings upon completion.
You could make people pay a rent and if they don't pay the rent you remove the shop. That way there is no time period and it adds a bit of realism.
I've witnessed server economies get ruined from automated shops, people sell as much as they can, get rich , sell that , get to endgame , and eventually the market gets flooded from newly rich players , all because people loose a shop, from not renewing after a few hours
I think the more items you devalue the more likely they are to appear in a "Free" community shop.. I've said before one of the projects I'm working on is free wood I want to see other textures in people houses, besides the vanilla ones.
Are you're talking about players setting up their own automatic re-stocking? Even with auto-restocking a player will run out of the offered item or their currency will be depleted. If there is a problem with this will you please explain? Players set their own prices so this means the economy is entirely player driven. Prices can and will fluctuate. If the NPC shops are anything like the ones on Alice 1.4. Players will still be able to undercut the NPC by a good margin and still be profitable. I don't believe there are any NPC shops that players can make a profit on. Most things cost quite a few iron ingots. The things that NPCs sell are usually for convenience and common in the world or they are vanity items. On Alice right now, shop inactivity is measured in weeks. I also attempt to contact the owner and give them a couple days of warning before I clear out their shop. The automatic process that I'm talking about makes it easier for me or other moderators to clear and reclaim a shop. I almost forgot about the ban on selling UU Matter at the Bazaar. Added to the op.
Basically shops owned by players are fine, however when that player gets his shop auto-reset , a mid/starting level player could claim it , make his prices incredibly low, make a lot of profit and loose the shop, what I'm saying is, people can get rich fast , at the moment, the rich own the shops, and therefore there is a balance, although it may not be fair, the richer people aren't so desperate and therefore prices stay at a reasonable level
If everything was based around expensive ores, many newer players who don't have that sorta stuff wouldn't be able to go to the Bazaar and buy stuff, resulting in lower sales.
This is really vague. What do you mean by "everything"? If you go look at the NPC shops at the spawn market, those are the items and prices I'm talking about. I'm going by memory right now and I think you can trade 16 iron ingots to buy 64 cactus. To me that seems really expensive. Plus you can't sell the cactus back for 16 iron. In fact I don't think any of the NPC shops will buy back what they sold you in the first place. Okay... lets say Steve has a shop at the Bazaar. Steve plays on the sever and runs his shop for a month and then stops playing Minecraft. A moderator or automatic script notices that Steve hasn't been online updating his shop. A private message on the forum is sent to Steve notifying him that he is inactive and that his shop will be reset in a few days if he doesn't check in. Steve doesn't doesn't respond within by the deadline so the moderator activates the reset process. When the reset finishes all of Steve's stuff will be gone and the shop will be empty and ready for another player to claim and put their own stuff inside. When another players comes along and claims the shop they will need to place their own Trade-O-Mats and locked chests. They will need to supply their own items to sell. All of Steve's stuff is gone and the new player will never know it existed. If a newbie wants to sell iron ingots for cheaper than anyone else at the Bazaar then they are free to do so. Although I doubt that a newbie will have enough stock to flood the market with cheap iron. Prices for items at the Bazaar are set by players when they setup their Trade-O-Mats. Steve is offering iron ingots in exchange for Iridium Ore blocks. After a few days, Steve notices that he has no sales. Steve decides offer iron ingots in exchange for copper ingots. Steve announces in chat that he has changed his price for iron ingots. 2 hours later his stock of iron ingots is sold out. This is an example of supply and demand. The player market will regulate prices by itself.
Thought folks would like to see how the bazaar is coming. It's still along way from completion though.