From http://wiki.uosecondage.com/Ultima_Onli ... 02/12/1998.
* There is now a limit of 2 vendors per house.
I will try to find more info on this tonight.
I think it would help the community as a whole. If we are allowed only 2 vendor per house it would spread the vendor around the map and prevent vendor monopoly.
That might help the afk gathering of regs or other vendor bought ressources.
There is now a limit of 2 vendors per house.
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Posts in this forum are expected to be constructive, realistic and civil. Inflamatory or off topic posts will be removed.
Posts in this forum are expected to be constructive, realistic and civil. Inflamatory or off topic posts will be removed.
Re: There is now a limit of 2 vendors per house.
It is important to read the full patch notes to get an idea of where things have gone. This is a good case in point for that principle.
From the 11/23/98 patch notes:
From the 11/23/98 patch notes:
The limit on vendors in a single building is now set up at 100.
Useful links for researching T2A Mechanics
Stratics - UO Latest Updates - Newsgroup 1 - Noctalis - UO98.org
Re: There is now a limit of 2 vendors per house.
umm, how would that help that?Pehiko wrote:From http://wiki.uosecondage.com/Ultima_Onli ... 02/12/1998.
* There is now a limit of 2 vendors per house.
I will try to find more info on this tonight.
I think it would help the community as a whole. If we are allowed only 2 vendor per house it would spread the vendor around the map and prevent vendor monopoly.
That might help the afk gathering of regs or other vendor bought ressources.
Re: There is now a limit of 2 vendors per house.
Isn't afk buying/selling a bannable offense now?
With some efficient monitoring that should solve the issue.
I find it interesting that some players amass significant resources then start finding patch notes that limit other's ability to amass the same resources and drive market forces in their favor.
Let's be careful suggesting changes that have many layers of unintended consequences that impact the entire player base that may not even really be era accurate.
With some efficient monitoring that should solve the issue.
I find it interesting that some players amass significant resources then start finding patch notes that limit other's ability to amass the same resources and drive market forces in their favor.
Let's be careful suggesting changes that have many layers of unintended consequences that impact the entire player base that may not even really be era accurate.