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About Ahsesino

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  1. To better understand the bug you should know the system i'm playing on and its specs and OS as well as to what I did for this bug to appear. Computer : 2017 Imac 21.5 in 4k Retina display, 3.0ghz Intel core I5, Radeon Pro 555 integrated graphics 2gb VRAM, 32gb 2400MHz DDR4 Memory macOS Catalina Using Bootcamp with Windows 10. Description of what I was doing: I was changing settings around to get the best performance for my computer to play the game and at the same time make the fonts and UI blocks ( health Bar, status effects etc.) bigger since they where super small on my screen and in the compatibility tab I change some options around to try and get better FPS like I would normally do when playing on macOS, but when I saved the settings and press play I got the bug window. The last settings I tweaked was on the compatibility tab selecting all 3 options to Extension. Other than that I do not know what else could have gone wrong. Also I would like to point out that the game in Windows OS looks completely different from the macOS version, it would be nice if both versions look the same. Just a thought. Hope this can be fixed ( the bug issue) and hopefully the macOS version can be improved to look somewhat like the Windows version of the game. Congratulations, you found a bug in the test client: <Unable to link program (program.white): class.FVrblJfle7: <no message>> Please post the console log below on the wurm online forums, and describe what you were doing when it happened. Contents of console.log: Preparing to enable console logging. Now logging to C:\Users\USERNAME\wurm\console.ahsesino.log Time is Thu May 21 17:40:48 PDT 2020 Running client version 4.1.105 client build# 1e2da0a6a04f640173a6180dcb89b98a3bd2cd76 client build time 2020-05-01 16:28 === System information === Executing from C:\Users\USERNAME\AppData\Local\Programs\Wurm Online\ Operating system: Windows 10 (arch: amd64, version: 10.0) Java version: 1.8.0_201 (Oracle Corporation) <http://java.oracle.com/> Jvm version: 25.201-b09 (Oracle Corporation) [Java HotSpot(TM) 64-Bit Server VM] Available CPUs: 4 === Wurm options === animation_playback_self = 0 ao_level = 0 auto_mipmaps_enabled = 1 auto_run_source = 0 cavedetail = 1 censor_chat = false collada_animations = 3 colorItemsDamage = true color_black = 0.0,0.0,0.0,1.0 color_cyan = 0.0,1.0,1.0,1.0 color_enchant_desc = 0.5,0.5,1.0,1.0 color_enchant_name = 0.0,0.5,0.5,1.0 color_enchant_power = 0.0,1.0,1.0,1.0 color_error = 1.0,0.3,0.3,1.0 color_fuchsia = 1.0,0.0,1.0,1.0 color_green = 0.4,0.72,0.47,1.0 color_grey = 0.5,0.75,1.0,1.0 color_lime = 0.5,1.0,0.5,1.0 color_maroon = 0.5,0.0,0.0,1.0 color_navy_blue = 0.23,0.39,1.0,1.0 color_orange = 1.0,0.58,0.04,1.0 color_outline_ally = 0.5,1.0,0.5,1.0 color_outline_friend = 0.5,0.75,1.0,1.0 color_outline_hostile = 1.0,0.0,0.0,1.0 color_outline_neutral = 0.5,0.5,1.0,1.0 color_purple = 0.5,0.0,0.5,1.0 color_red = 1.0,0.0,0.0,1.0 color_royal_blue = 0.5,0.5,1.0,1.0 color_salve_acid = 1.0,1.0,0.0,1.0 color_salve_fire = 1.0,0.0,0.0,1.0 color_salve_frost = 0.0,0.0,1.0,1.0 color_silver = 0.75,0.75,0.75,1.0 color_system = 0.5,1.0,0.5,1.0 color_teal = 0.0,0.5,0.5,1.0 color_white = 1.0,1.0,1.0,1.0 color_yellow = 1.0,1.0,0.0,1.0 compressed_textures = false compressed_textures_S3TC = true contribution_culling = 140 custim_timer_source = 1 customTimer1 = -1|-1 customTimer2 = -1|-1 customTimer3 = -1|-1 customTimer4 = -1|-1 customTimer5 = -1|-1 debug_mode = false depth_clamp_enabled = 2 disable_select_all_shortcut = false display_settings = false:false:0:1280:720:32:-1:false:true enable_contribution_culling = false enable_debugs = false enable_lod = true enable_shift_drag = false enable_volumetric_fog = true enable_vsync = true event_log_rotation = 2 exec_source = 0 fast_yield = false fbo_enabled = 1 fog_coord_src = 0 font_antialias = 2 font_bold = 11 font_default = 26 font_header = 36 font_italian = 11 font_monospaced = 11 font_static = 18 fov_horizontal = 80 fps_limit = 120 fps_limit_background = 60 fps_limit_enabled = true free_look_mode_disable_on_close_component = false free_look_mode_disable_on_combat = false free_look_mode_disable_on_open_component = false free_look_mode_sensitivity = 10 game_client_thread_priority = 2 glsl_debug_loading = false glsl_enabled = 1 gpu_skinning = true gui_opacity = 3 gui_skin = 1 has_read_eula = true head_bob = false hide_inactive_friends = false hide_menu_examine = false hide_menu_no_target = false hide_menu_spam_mode = true hide_menu_stop = false hide_onscreen_fail_messages = false hide_onscreen_hostile_messages = false hide_onscreen_info_messages = false hide_personal_goal = false high_res_binoculars = true hint_texture_scaling = 2 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 3 key_bindings_source = 0 keyboard_layout = 0 limit_dynamic_lights = true loadInventoryStartup = true local_list_in_event = false lod = 1 log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_dynamic_lights = 8 max_shader_lights = 8 max_texture_size = 2 mega_texture_size = 6 model_loader_thread_priority = 2 model_loading_threads = 3 mount_control_mode = 0 mount_rotation = false multicolor_usage = 3 multidraw_enabled = 1 no_brightness = false no_terrain_render = false no_world_render = false non_power_of_two = 1 normal_maps = true occlusion_queries_enabled = 2 offscreen_texture_size = 2 other_log_rotation = 2 outline_picking = true player_texture_size = 2 quick_keybinds = true reflection_texture_size = 0 reflections = 3 remember_password = true render_bloom = false render_distant_terrain = true render_fxaa = false render_sun_glare = false render_vignette = false renderer_type = 1 resident_models = false save_skills_on_quit = false screen_brightness = 0.0 screenshot_file_format = 1 season_override = 0 send_extra_tile_data = false setting_timestamps = true settings_version = 12 shadow_level = 0 shadow_mapsize = 1 shift_drag_default = 10 showKChat = true show_body_in_inventory = false show_old_quickbar = false silent_friends_update = false skillgain_minimum = 4 skillgain_no_alignment = true skillgain_no_favor = true skydetail = 1 sound_al_gain = 2 sound_buzzlevel = 2 sound_cache_enabled = true sound_doppler_enabled = false sound_engine = 2 sound_footstepslevel = 10 sound_music_level = 4 sound_play_PMAlert = false sound_play_ambients = true sound_play_buzz = true sound_play_combat = true sound_play_door = true sound_play_emotes = true sound_play_footsteps = true sound_play_music = true sound_play_weather = true sound_play_work = true structure_render_distance = 3 submit_client_data = 1 supersampling = 0 swap_mouse_buttons = false terrain_res = 1 test_attach_equipment = false test_mode = 0 thirdPerson = false tile_transitions = true tiledecorations = 2 togglePushToTalk = true treelist_outline = true trees = 3 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 2 use_antialiasing = 1 use_fast_clock_work_around = true use_nano_timer = false use_non_alpha_particles = true use_phobia_models = false use_tree_models = true use_weather_particles = true vbo_enabled = 0 viewport_bob = true water_detail = 2 Setting up WurmModel Model Loader Executing C:\Users\USERNAME\wurm\configs\Sin\keybindings.txt Translating legacy key NUMPAD7 to KP_7 Translating legacy key NUMPAD9 to KP_9 Translating legacy key SUBTRACT to KP_SUBTRACT Translating legacy key ADD to KP_ADD Translating legacy key EQUALS to EQUAL Translating legacy key NUMPAD8 to KP_8 Translating legacy key NUMPAD5 to KP_5 Translating legacy key MULTIPLY to KP_MULTIPLY Translating legacy key NUMPAD1 to KP_1 Translating legacy key NUMPAD0 to KP_0 Translating legacy key NUMPAD3 to KP_3 Translating legacy key NUMPAD2 to KP_2 Translating legacy key DECIMAL to KP_DECIMAL Translating legacy key DIVIDE to KP_DIVIDE Translating legacy key NUMPAD6 to KP_6 Translating legacy key NUMPAD4 to KP_4 Word filter loaded: 23 Starting global frame job manager with 4 worker threads Starting global lazy job manager with 2 worker threads Setting up OpenAL Sound Engine OpenAL version: 1.1 ALSOFT 1.19.1 OpenAL renderer: OpenAL Soft OpenAL vendor: OpenAL Community OpenAL extensions: AL_EXT_ALAW AL_EXT_BFORMAT AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_BFORMAT AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_EXT_SOURCE_RADIUS AL_EXT_STEREO_ANGLES AL_LOKI_quadriphonic AL_SOFT_block_alignment AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFTX_events AL_SOFTX_filter_gain_ex AL_SOFT_gain_clamp_ex AL_SOFT_loop_points AL_SOFTX_map_buffer AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length AL_SOFT_source_resampler AL_SOFT_source_spatialize Generating: 128 source channels. === OpenGL information === LWJGL version: 3.2.3 1.2.0 OpenGL vendor: ATI Technologies Inc. OpenGL renderer: Radeon Pro 555 OpenGL version: 4.6.13570 Compatibility Profile Context FireGL 26.20.13001.53002 OpenGL extensions: GL_AMDX_debug_output GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_framebuffer_sample_positions GL_AMD_gcn_shader GL_AMD_gpu_shader_half_float GL_AMD_gpu_shader_int16 GL_AMD_gpu_shader_int64 GL_AMD_interleaved_elements GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_occlusion_query_event GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_atomic_counter_ops GL_AMD_shader_stencil_export GL_AMD_shader_stencil_value_export GL_AMD_shader_trace GL_AMD_shader_trinary_minmax GL_AMD_sparse_texture GL_AMD_sparse_texture_pool GL_AMD_stencil_operation_extended GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_transform_feedback4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_semaphore GL_EXT_semaphore_win32 GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_RG8 GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_OES_EGL_image GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control OpenGL pixel format: 8:8:8:8 OpenGL depth format: 24:8 GLSL version: 4.60 GLSL max vertex uniforms: 4096 (16384) GLSL max fragment uniforms: 4096 (16384) GLSL max varyings: 128 (128) GLSL max lights: 8 (8) GLSL defines (4.6): #define USE_CLIP_VERTEX 1 Vertex/index buffer memory limit: 0MiB Starting workaround for fast running clocks Using LWJGL timer. Startup Phase - Initializing.. Initializing font texture for SansSerif (26). Texture Size: 1024 Initializing font texture for SansSerif (26, italic). Texture Size: 1024 Preloading builtin materials Failed linking program: program.white Execution aborted at connection 0, iteration 0 Run time 0s, local time Thu May 21 17:40:51 PDT 2020 Destroying game window ====== FAILED ASSERT ====== com.wurmonline.client.fgtPPuD8uC: Unable to link program (program.white): class.FVrblJfle7: <no message> at com.wurmonline.client.fgtPPuD8uC.mMV5oPkCW(SourceFile:63) at class.tpYP5rHLWF.FZOk5L6Gfy(SourceFile:241) at class.tpYP5rHLWF.FZOk5L6Gfy(SourceFile:159) at class.hPIX5TBttY.iHOS3zg1KL(SourceFile:158) at class.hPIX5TBttY.FZOk5L6Gfy(SourceFile:86) at class.hPIX5TBttY.XwhlvVTrl(SourceFile:1068) at com.wurmonline.client.WurmClientBase.run(SourceFile:35290) at java.lang.Thread.run(Unknown Source)
  2. I would like to place an order for 10kgs of Red 70ql dye please. COD to Ahsesino in game.
  3. I currently have following Sorcery items that I'm looking to trade for other Sorcery items or if the offer is tentative I'm willing to sell. The items for trade/sell are the following: Libram of the night Sold Red Cherry Sold Giant Walnut Traded for another Sorcery Item Red Tome Sold All of these items are 1 charge. I'm looking to trade for any of the following: Scroll of binding White Cherry Blood of the Angels Slime of Uttacha Tome of Incineration
  4. Me da gusto saber que hay alguien mas en el juego de habla hispana. Por mi parte yo estoy ubicado en Xana. Mucha suerte y si ocupan ayuda en algo mi nic es igual en el juego.
  5. SOLD

    15s if you agree COD to Ahsesino in game
  6. If you still have and agree 10s for a red cherry charge
  7. Yes the Idea is to link all traders to a centralized market system, that way we don't always see the same 5 people spamming trade chat with the same external link to a forum or an outdated image. Having a centralized market wont be a negative impact, in fact it will only encourage people to sell more items, thus allowing others to buy them. Sellers will see trends in the market now, the laws of economics will now play a role in the game; allowing for prices to go up or down depending on their demand. With this in place both buyers and sellers have a saying on the market not just the typical 5 sellers that spam trade chat trying to sell their bulk goods and having their prices be the definitive price that sets the pace for the game.
  8. I tried that before. Traveling around exploring the lands of Wurm, looking for merchants but I've come across so many stands with a sign saying "business was poor so I left". I've also tried using the forum but no luck, what I was looking for had already sold or the player that had posted the item I was looking for no longer plays the game but the thread is still alive. With this market system at least now you travel out of your deed even if its 5 tiles down the road but you can see if what you are looking for is for sale and not having to go through 100's of post in a forum matching a word in your search criteria.
  9. Thanks for your input John, but the wagoner has been in game for some time now, whom ever came up with that idea already took your job. With the use of contracts now you can take your old job back and deliver merchandise while protecting both parties honoring what was agreed upon in such contract. As for an Auction house I think that's just a database nightmare keeping up with timers, bids and Items.
  10. Mr. Wargasm I don't want to sound rude but either you where to lazy to read the full idea, or lack a bit of skill in the reading comprehension department. It clearly states that a buyer must travel to a trader located at a starter town or the nearest deed that has a trader to access the market system. It also states that a seller must deliver goods to a trader to sell. The seller has two options, 1 that requires the seller to travel and deliver the goods to the market and the other option is to hire the services of the wagoner to deliver such goods for the seller. I do apologize to you Mr. Wargasm if I insulted you in any way, I just wanted to clarify that travel is required to access the market system.
  11. Now that RMT is gone from the game and the recent update to traders being allowed on Xanadu and changing the way traders operate; the light bulb in my head started flickering till it actually turned on. With that’s said the idea of creating a centralized market per server pop up in my head. With this new market system new players as well as existing players will benefit from this system. This new centralized market system can and will benefit game to attract potential new players to the game by promoting a player controlled market system making it easier for them to sell their goods and that in turn will help retain players. General Idea of how it would work Traders The market system will be composed of traders in starter towns or traders in player own deeds. All traders are linked together to the same market to allow players from across the server to buy from another at a distant place within the same server. In order to upload your merchandise to sell there are 2 options. You deliver your goods personally at the trading hub (trader). You contract the use of a wagoner to pick up your goods and deliver them to the nearest trading hub (trader). When somebody visits the trader to do a purchase the person buying will have money deducted from his account and transferred to the sellers account. Once the transaction is complete, the person buying will be prompted if they need wagoner services to deliver the newly acquired merchandise or if the player will transport their newly acquired merchandise on their own. All transactions now have a tax based on the sale price, the person selling the goods pay a tax. This tax will go to the king’s coffers who in turn distributes a % to player own deeds with traders on them to help reduce upkeep cost as a reward for allowing the market system on their deeds. Wagoner Wagoner services now yield a % to deed upkeep to deeds that have them, if used by other players in game to deliver merchandise to a trader hub or if used by a player who just purchased bulk materials to be delivered to his deed or village. Merchants Merchants manage player made contracts, this will allow the creation of contracts in game for special services. These services could be Spell casting, improving services, Enchanted grass, in game Jobs like terraforming or mining etc. As like the traders the merchants are also linked together to show contracts from all over the server for players to fulfill. Just like the selling of goods, contracts are also taxed and go to the king’s coffers and a % is distributed to deeds with merchants on them. Pricing Pricing is set by players selling their goods or in contracts by the person creating the contract. Since all goods (merchandise) all go to the centralized market the prices are showed to the people buying and selling that way there is a bit of competition in the market based on player needs. For example: Player A sells 1,000 bricks at 13 iron per brick, Player B wants to sells the same item and quantity but wants to make a fast turnaround, Player B can sell at a lower price to sell his items faster. Items to be sold All items are viewable server wide via traders. Items that do not required manage permissions can be sold at traders either in bulk or price per each. Items that required manage permissions like a boat or a wagon, those items must be sold via contract at a merchant. Cross Server Selling All sales and contracts conducted on a server the tax goes to the server where it was conducted to benefit the Kingdom of that server. Player A comes from Pristine to sell his merchandise in Xanadu, the tax collected from the sale or sales goes to Kings coffers in Xanadu to be distributed between the Traders on deeds. Player A comes from Deliverance to fulfill a contract or create one, the tax collected from such contract stays in the server where it was created. This is just a quick summary of the Idea, if it causes interest I'll be more than happy to describe it full detail.