|a||Mench||2h||Doing a bit of everything.|
|-||ReeferMadness||8m||May the bridges I burn light the way.|
|And 15 more hiding and/or disguised|
>.> Not the solution I am looking for, but thanks.
900 objects would surely take a lot of time to sort through, but it should be done, and until we're happy with the amount of clothes going unused then we can turn the markets back on, and probably reduce how much they're willing to purchase material and canvas items for.
No idea what we're actually going to end up doing though.
Degrade integrity/quality clothes then could later be fixed by tailors at a modicum amount.
1. Disallow sale of player-made clothing and art to the markets.
2. Open Ashlin Pawn as a consignment shop where players can sell player-made clothing and art and specify the price. It would be like C&C where everyone in the system has a number.
3. If no one buys the item after 2 weeks, it gets removed from the game and the seller gets a tiny token payout. This would incentivize the seller to price fairly aggressively.
Doing something like that might help players self-select the custom clothes that should stay in the game (because they're worth something to someone) and would give robbed people a chance to easily find and buy their threads back. Having the numeric tracking system like C&C might help people figure out who is selling their stuff.
As for this bypassing regular fixers, my own feeling is that it won't; people will still take player-made clothing to fixers for the guaranteed payout (if anyone is interested) and will turn to the consignment situation afterwards as a kind of last resort. Because you won't be able to sell player made clothing at the markets, it will all eventually get funneled to the consignment shop (unused stuff) and deleted if it's not sold.
1. We may consider disallowing player-made clothing at the markets. Or at least limiting it. It's up for discussion among the admin.
2. We won't be doing that for Ashlin Pawn. But, the good news is that there are already player run businesses that do something similar to what you described. And there is plenty of opportunity for a player to open a new business, doing exactly what you described, should they so desire.
The way those clothes end up in the market is that person A ganks person B, then goes and sells their shit (or has someone else do it), or person A robs person B, or maybe person B just decides they need cash more than the coat they're wearing.
Most things that end up in the market end up there because someone got hurt along the way, or because someone is in desperate need of chy.
@Slither: I getcha, I was just thinking of ways to destroy the items from the game to reduce bloat while putting the selection process for what stays in the hands of players, so that staff doesn't need to review anything.