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How will shops work in 4.0? (and Donor exceptions?)

TheTXLibra

Legacy Supporter 8
Joined
Mar 5, 2011
Location
Somewhere, TX
Howdy there. I was considering being a merchant this time around, but am completely at a loss for how shops are going to work since Emeralds will (probably) be the currency, only merchants can sell everything, the purchase of shops will be automated, and plots have to be rented, etc... so that in mind, a few questions:

1. Can Crafter's own a shop before becoming a merchant (or a high enough level other specialization to own a shop)? If so, what are the limitations on it?

2. Will shops have PVP protection to avoid campers sitting in there and waiting till the owner decides to restock the shop, and then killing the owner, etc.

3. Will shops be for sale near the spawn area? If so, what will the prices be?

4. Donors get a plot area. Can this be used for our shop? If so, is it near spawn?

5. What sort of exceptions for shops will be made for donors?

6. Can we buy our shop area on credit? There's not going to be much money initially, and if I'm reading the plot area correctly, it costs something like 2000 for Tier 6 to get a 20x20 plot. Can we owe that money instead and still get our shop set up?

7. What will the weekly/monthly rent be for a shop? Is it based on square footage? Is it automated like township tax?

8. Will township shops be treated differently as far as rent goes, etc?

9. How will the ownership/control/transfer of Testificate Villages be handled?

10. Will there be a "market price" plugin installed? I know there's some out there. It would be really helpful to have a "stock ticker" plugin that could somehow take the average of all the buy and sell prices for any given good, and either release it to Merchants as a special ability, or to have it auto-post on signs somewhere as a ticker. Probably Merchant special ability would be better. Actually, I'll put this last one in suggestions.
 
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