Hello,
The marketplace 'export' feature is a well known feature. In world however, there is no way to make use of this feature as creator. I have the following suggestion which shouldn't be too hard to implement.
An inworld converter object, with a kitely written script that interfaces with kitely's propietary backend to flip the export flag to 'on' on any self created objects we drop into it.
These converters would only be handed out to Kitely account holders or there could be a conversion corner @ the kitely merchant sandbox or another public Kitely-managed/owned sim.
What is my rationale for this? Well, as you know you can't sell or give away objects that folks can wear on their hypergrid travels or take home to their homegrid without the object being copy+trans. This is often not desired by us creators. Sometimes we use builder supplies that don't allow both copy+trans. Some don't want their scripts to be open. Each have their own reasons for not putting their stuff fullperm. As such our only option is to put them out on marketplace in order to enforce export while remaining nocopy and/or notrans.
This discourages having a shop or even land inworld. In fact, it makes me even worry wether the actual virtual world part of Kitely has any significance or future at all since the focus is so much on functionality provided through the marketplace with no inworld counterpart.
Please give this idea some consideration and think of your actual residents. Thanks.
Dropbox for toggling export on self created contents
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- Ilan Tochner
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Re: Dropbox for toggling export on self created contents
Hi Lotek,
Unlike the OpenSim-based export permission which extends OpenSim data structures, Kitely Export permission relies on the Kitely Market backend. What you see as Export / No-Export actually connects to a lot more information than an Export flag. This information is only available for items bought from Kitely Market and connects to very complicated export control logic that has to determine exportability separately from the OpenSim permission checks.
In other words, your solution would require a lot of work to implement.
If you want to sell something inwold with the Export permission then either:
1) Show it inworld and have the final transaction be done in Kitely Market using a "click here to buy" sign which opens the direct link to the marketplace product page for that product variation. This is what I'd recommend you do as you'll get the benefit of all the Kitely Market tools that way, including: the analytics system, redelivery of updated product versions, transaction history, the ability to sell for USD instead of unconvertible KC, etc.
OR
2) Buy the item for your own avatar to have the Export "flag" added to it. Once you have that copy of the item in your inventory you can add that copy to an inworld vendor and it will retain the export setting with which it was bought. Please note that if you buy the item from yourself using KC then doing this will only cost you 10% of the item cost (as 90% will be given back to you immediately as the selling merchant). You can also reduce the item cost to 10 KC before you buy it but you'll risk someone buying that item from you at the reduced cost before you have a chance to switch the cost back to what you want to actually sell it for.
In any case, while the many obvious benefits to selling using Kitely Market may reduce the motivation to open inworld shops in Kitely (if one doesn't want to use either one of the aforementioned options), it shouldn't reduce the incentive to get land for all other types of activities.
Unlike the OpenSim-based export permission which extends OpenSim data structures, Kitely Export permission relies on the Kitely Market backend. What you see as Export / No-Export actually connects to a lot more information than an Export flag. This information is only available for items bought from Kitely Market and connects to very complicated export control logic that has to determine exportability separately from the OpenSim permission checks.
In other words, your solution would require a lot of work to implement.
If you want to sell something inwold with the Export permission then either:
1) Show it inworld and have the final transaction be done in Kitely Market using a "click here to buy" sign which opens the direct link to the marketplace product page for that product variation. This is what I'd recommend you do as you'll get the benefit of all the Kitely Market tools that way, including: the analytics system, redelivery of updated product versions, transaction history, the ability to sell for USD instead of unconvertible KC, etc.
OR
2) Buy the item for your own avatar to have the Export "flag" added to it. Once you have that copy of the item in your inventory you can add that copy to an inworld vendor and it will retain the export setting with which it was bought. Please note that if you buy the item from yourself using KC then doing this will only cost you 10% of the item cost (as 90% will be given back to you immediately as the selling merchant). You can also reduce the item cost to 10 KC before you buy it but you'll risk someone buying that item from you at the reduced cost before you have a chance to switch the cost back to what you want to actually sell it for.
In any case, while the many obvious benefits to selling using Kitely Market may reduce the motivation to open inworld shops in Kitely (if one doesn't want to use either one of the aforementioned options), it shouldn't reduce the incentive to get land for all other types of activities.